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Welcome to the AFK Mods bug tracker. In order to report an issue, please select a project from the top right drop down menu, select “Add New Task” and fill out the form with as many details as possible.

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IDOpenedCategoryProjectSummaryOperating SystemStatusOpened bySeverityPriority
22367April 24 2017PapyrusUnofficial Fallout 4 PatchDLC04:AbPerkGhoulish04EffectScript - Cannot divide by z...AllConfirmedSclerocephalusLowLow Task Description

[04/23/2017 - 04:18:03AM] error: Cannot divide by zero
stack:

[Active effect 5 on  (00000014)].DLC04:AbPerkGhoulish04EffectScript.OnTimerGameTime() - "g:\_F4\DLC04\Art\Raw\Scripts\DLC04\AbPerkGhoulish04EffectScript.psc" Line 41

Apparently, a timer event on this script may fire after the player has died. If so, PlayerRef.GetValuePercentage(Health) returns zero.

22366April 24 2017QuestsUnofficial Fallout 4 PatchREAssaultRJ01 - property cannot be boundAllConfirmedSclerocephalusLowMedium Task Description

[04/23/2017 - 03:35:47AM] error: Property Alias_MapMarker on script Fragments:Quests:QF_REAssaultRJ01_001ABE55 attached to REAssaultRJ01 (001ABE55) cannot be bound because <nullptr alias> (65) on quest REAssaultRJ01 (001ABE55) is not the right type

22365April 22 2017QuestsUnofficial Fallout 4 PatchQF_DN048_000CC19F - property cannot be initializedAllFix PendingSclerocephalusLowLow Task Description

[04/23/2017 - 01:21:32AM] warning: Property Alias_ExtEnableMarker on script Fragments:Quests:QF_DN048_000CC19F attached to DN048 (000CC19F) cannot be initialized because the script no longer contains that property

22364April 22 2017PapyrusUnofficial Fallout 4 PatchDN161PowerLiftButton - animation graph errorsAllConfirmedSclerocephalusLowLow Task Description

[04/22/2017 - 10:42:30PM] error: (000EF203): the animation graph (PowerLiftCart01) cannot currently process event “StartTowerDown01”.
stack:

[ (000EF203)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF205)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 119

[04/22/2017 - 10:42:30PM] error: (000EF206): the animation graph (PowerLiftCart01) cannot currently process event “StartTowerDown02”.
stack:

[ (000EF206)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF207)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 121

[04/22/2017 - 10:42:30PM] error: (000EF204): the animation graph (PowerLiftRamp01) cannot currently process event “StartDown”.
stack:

[ (000EF204)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF205)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 124

[04/22/2017 - 10:42:30PM] error: (000EF208): the animation graph (PowerLiftRamp01) cannot currently process event “StartDown”.
stack:

[ (000EF208)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF207)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 124
22363April 22 2017PapyrusUnofficial Fallout 4 PatchDN085RadioactiveGeyserTrigScript - 3D and invalid sound...AllFix PendingSclerocephalusLowLow Task Description

[04/22/2017 - 09:29:31PM] error: Object reference has no 3D
stack:

[ (000A462F)].Sound.play() - "<native>" Line ?
[ (001A322F)].DN085RadioactiveGeyserTrigScript.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\DN085RadioactiveGeyserTrigScript.psc" Line 18

[04/22/2017 - 09:29:31PM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (001A322F)].DN085RadioactiveGeyserTrigScript.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\DN085RadioactiveGeyserTrigScript.psc" Line 19

[04/22/2017 - 09:29:41PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (001A322F)].DN085RadioactiveGeyserTrigScript.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\DN085RadioactiveGeyserTrigScript.psc" Line 23
22362April 22 2017ActorsUnofficial Fallout 4 PatchDiamond City Blues FIX for Paul Pembroke being locked i...Windows PCNewCrimsomriderLowVery Low Task Description

The issue at hand is Paul Pembroke in the quest “Diamond City Blues” which is given to the player when they visit the Colonial Taphouse up in the “Stands”.

If the player ends the quest by splitting the loot 50/50 with Paul Pembroke, he will inherit Henry Cooke’s house, the Colonial Taphouse and act as a bartender. The issue however is that once the quest is over, Paul Pembroke is locked 24/7 inside his new house and he never leaves.

This is because Paul never gets the KEY to the house after the quest is finished. The simple solution is to give the key to Paul once the quest is finished. So once I gave him the key, he was no longer stuck inside the house and finally went on to do his business as he normally should.

The key is Henry Cook’s Residence key.

22361April 22 2017ItemsUnofficial Skyrim Legendary Edition PatchWerewolf Pelts can't be turned into leather at a tannin...AllConfirmedMultiphorLowVery Low Task Description

Werewolf Pelts can’t be turned into leather at a tanning rack. Bug #19972 made werewolves drop Werewolf Pelts instead of Wolf Pelts when they die, but didn’t make it so that the Werewolf Pelts can be turned into leather at a tanning rack.

22360April 22 2017ItemsUnofficial Fallout 4 Patch10mm Pistol Large Magazine MISC mod cannot be applied w...AllNewEyeDeckLowVery Low Task Description

mod_DLC03_BroadHead “Large Magazine” [OMOD:020365F1] is associated with the misc object for the 10mm Pistol Large Magazine - two OMODs cannot reference the same MISC object, or the MISC object will cease functioning and the mods that use that item will need to be rebuilt every time you want to apply it to something.

Easy fix, just remove the loose mod subrecord from this OMOD since it’s an abandoned asset anyway.

22359April 22 2017TexturesUnofficial Skyrim Special Edition PatchFemaleHeadDirt got brokenAllNewLowVery Low Task Description

In special edition, the FemaleHeadDirt_01.dds doesn’t seem to work anymore. Npc’s with this dirt type assigned just have a clean face.
Provided an image for comparison, and yes, the screenshots are CK but it’s the same story in-game.

22357April 22 2017MagicUnofficial Skyrim Special Edition PatchBound Dagger Spell Showing Non-Ethereal DaggerXBox OneNewJSunVHLowVery Low Task Description

When casting the Bound Dagger spell, a Daedric dagger appears in front of the character and is grasped in the same manner as the Bound Dagger. Then the normal ‘ethereal’ dagger is shown overtop of the, still visible and fully colored, daedric dagger. The attached image shows the difference from the correctly functioning Bound Sword and the non-translucent Bound Dagger.

22356April 21 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGap under dirt mound near Kolbjorn Barrow in SolstheimAllFix PendingMultiphorLowVery Low Task Description

There is a gap visible under a dirt mound near Kolbjorn Barrow (DLC2KolbjornBarrowExterior01) in Solstheim (DLC2SolstheimWorld). Its Form ID is 0403B419.

22355April 21 2017ItemsUnofficial Fallout 4 PatchLeveled list LLI_Raider_Weapons is missing a flagAllFix PendingSclerocephalusLowLow Task Description

This should have the ‘calculate from all levels ⇐ player’s level’ flag (especially since the corresponding boss weapons list already has that flag).

22354April 21 2017PapyrusUnofficial Skyrim Legendary Edition PatchTrigger in Swindler's Den should disable itself when en...AllNewMultiphorLowVery Low Task Description

The MS08InteriorBaseTrigger in Swindler’s Den (SwindlersDen01) should disable itself when entering it during the In My Time Of Need (MS08) quest. This should be done because if the player talks to Saadia and then goes straight to Swindler’s Den without talking to the Alik’r Prisoner in the Whiterun Prison, and then kills Kematu, entering the MS08InteriorBaseTrigger will cause the game to display the “Kill Kematu” quest objective, even though he is dead. The MS08InteriorBaseTriggerScript should be set to disable itself after it is entered when the In My Time Of Need (MS08) quest is active. The trigger should only be set to disable itself if the In My Time Of Need (MS08) quest is active.

22353April 20 2017Placed ReferencesAlternate Start - Live Another LifeChest is facing the wrong wayAllInvestigatingHanaLowMedium Task Description

In the “Be a Forsworn” start, the chest in my tent is facing backwards.

22352April 19 2017Perks & SkillsUnofficial Skyrim Special Edition PatchTotem of Brotherhood Werewolf ability still only summon...AllInvestigatingMultiphorLowVery Low Task Description

The Totem of Brotherhood Werewolf ability still only summons one werewolf, even though this is supposed to be fixed with USSEP 4.0.7. This only applies to USSEP and not USLEEP 3.0.9.

22351April 18 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchTrees floating above ground level (2)AllFix PendingzZz1LowVery Low Task Description

Located trees above ground level. FormID = 000c5e82, 000c4c15.

22350April 18 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchNear the cave Shimmering mist the gaps under rocks and ...AllFix PendingzZz1LowVery Low Task Description

Near the cave Shimmering mist the gaps under rocks and earth. FormID = 000ea2da, 000414d1. Also nearby is the flying grass. FormID = 00042de2.

22349April 18 2017QuestsUnofficial Skyrim Legendary Edition PatchKahvozein's Fang can become stuck in the player's inven...AllNewMultiphorLowVery Low Task Description

Kahvozein’s Fang can become stuck in the player’s inventory if the player has not completed the Alteration Ritual Spell quest. This is because Kahvozein’s Fang is marked as a quest item and it can be found in a dungeon’s chest and picked up before the Alteration Ritual Spell quest has been started. This forces the player to increase their Alteration skill to 90 and to join the College of Winterhold to start the quest so that Kahvozein’s Fang can be removed from the player’s inventory after the quest has been completed. The quest should probably be set to add Kahvozein’s Fang to the chosen dungeon’s chest when the quest has been started so that it can’t be picked up before the quest has been started.

22348April 17 2017Perks & StatsUnofficial Fallout 4 PatchProtector Of Acadia and Nerd Rage perks conflictAllNewLowVery Low Task Description

Protector Of Acadia perk description - When your health falls below 20%, gain 1000 damage resist and energy resist for 30 seconds.

however there is no indication of the damage resistance when looking at the stats, and it conflicts with Nerd Rage. When a player have to two perks, Nerd Rage is always prioritized. The two should work together I think.

22347April 17 2017Perks & StatsUnofficial Fallout 4 PatchFar Harbor Survivalist perk don't do nothingAllNewLowVery Low Task Description

the perk is claimed by destryoing the nucleus and it says it gives +5 to all resistances, however a look at the stats say otherwise. the perk simply does nothing.

a second point to consider is if this perk should grant +5 resistance against poison damage? all the perk description says is “Gain +5 to all resistances”

22346April 17 2017TextUnofficial Fallout 4 PatchSeveral inconsistencies with Eddie Winter Holotapes aud...AllNewLowVery Low Task Description

Bunch of subtitles don’t match the audio, I did get a full transcript with my corrections.

Holotape 0

Message to Aleksandr Strelnikov.
My esteemed Mister Strelnikov. I know someone of your profession values discretion above all else. But I have to honestly say... screw that! I mean, come on! One bullet, halfway across town, and you blew Ron Trevio’s head clean off. You, sir, are an artist! Are all the assassins from Russia as good as you? I seriously doubt it. But listen, your secret’s safe with me.
Eddie Winter, signing off

Holotape 1

Message to Johnny Montrano
Johnny, Johnny, Johnny. You fat, lazy piece of shit. I knew, I KNEW this arrangement was too good to be true. Let’s join forces with the North End, huh? Bury the hatchet, work mutually against a common enemy? Well you put the nail in that coffin, huh boy-o? What did you have to do, Johnny, huh? What was your job? Sit in your car, on the corner. Keep your eyes open. If you see a uniform, you get out, walk down the street, knock on the door, and let the fellas know there’s trouble coming. Easy as pie, right? I coulda got a nine year-old from the projects to do it. But no. In the interest of Irish/Italian relations, I give the job to you. So what happens? Nothing. Nothing happens. You sit on your fat ass dribbling cannoli cream onto your third chin. You watch, you WATCH the uniform blow months of planning, all in two minutes. Congratulations, Johnny. You got me. You and your pals sure put the screws to old Eddie Winter. You should tell this funny story to your little girl, when you tuck her in at night. In that corner bedroom, upstairs, pink wallpaper, little house on Prince Street? Ha ha ha, yeah...
Eddie Winter, signing off

Holotape 2

Message to Robert Cooper
You did good, Bobby. The wife and girl won’t be saying anything. No worries. Hell, once those fat life insurance checks start rolling in, eh eh eh... Mrs. Montrano will wish her fat slob of a husband had eaten that bullet five years ago. As for what happens next - up to you. Beach, sub shop, car yard, doesn’t matter where he ends up, I don’t give a shit. I just want him in the ground. So, long as Johnny Senior never finds out what happens to his little meatball, we’re set.
Eddie Winter, signing off

Holotape 3

Message to Robert Cooper
Bobby, we discussed this. You hooking up with your step sister is your own frigging business. But you talk in your sleep. Look, maybe you babble about baseball, or sing show tunes. Or could be you chat about those three bodies Collin O’Malley dumped in the sand trap of Arlington Greens. You wanna take that chance? I know I don’t. Sorry, Robert. The girl’s gotta go.
Eddie Winter, signing off

Holotape 4

Message to Claire Pozinski
Dinner tonight. Me, you and Arthur Black. Reservations are for seven at the Cornerstone Grille. Don’t worry, I’ll make sure Arthur’s on his best behavior. No stabbing the waiter for a fucked up drink order, like what happened in Charlestown. Even though the prick deserved it. Love you.
Eddie Winter, signing off

Holotape 5

Message to Sal Barsconi
You and I clearly need to talk. About Danvers, about the Montrano mess, about everything. I think we’d both agree that our attempts to improve North/South relations have been a complete failure. Look, I take full responsibility for the behavior of my guys. I expect you to do the same for that moron Montrano. But what happened in Danvers? I hardly know what to say. Your people turned that theater into a slaughterhouse. Those people are dead on your orders, not mine. And for no conceivable reason I can see. So let’s meet. Just the two of us. Talk it all out. You name the time and place.
Eddie Winter, signing off

Holotape 6

Message to Charlotte Wen
My dear Ms. Wen, I hope you’re well. After our little joint venture this past may, you should be. If memory serves correctly, that palette of Buffout earned you a small fortune, and Wu Li eight years in the state correctional facility. So I got to thinking - why not do it again? We both love the same things - money, and destroying people who get in our way. Together we’ll outmaneuver them all. Boston will be ours for the taking. Let them player checkers, we’ll play chess.
Eddie Winter, signing off

Holotape 7

Message to Buster Connolly
Nice piece you did on the monorail construction project. “Heaven’s Highway - Devil’s Doing.” Eh, cute. But I think you give organized crime too much credit. The various Boston families coming together to fund a public works project? Please. Clearly you’ve never sat down to dinner with these guys. They can barely agree on an appetizer. And ain’t nobody jumping to pick up the check. The bosses had their hands in the honey pot, sure. But nowhere near the level you were suggesting. You did get one thing right, though - Safety Inspector Alice Lansky was killed. They’ll never find her, cause there’s nothing left. After he bashed her brains in with one of those giant wrenches, Vinnie “The Crackers” Vannucci dissolved her body in a barrel of hydrochloric acid. So write your follow-up. Then feel free to tell the cops the murder weapon is hanging on the wall in Vannucci’s Garage, on Four Charter street.
Eddie Winter, signing off

Holotape 8

Message to Rodrigo Palomar
Okay, my friend. I thought about it, and I’ve reached a decision on the Fallon’s job. Your cut is exactly what you deserve. Zero dollars. Zilch. You heard me right. You get nothing. Yes, you cracked the safe, and yes, we got the diamonds. But you also tripped the alarm. Mackie got pinched, and that is entirely your fault. Now, when he gets out, Mackie’s going to want your head on a platter. I’m going to give him your share instead. I’d say you’re getting off easy.
Eddie Winter, signing off

Holotape 9

Message to Claire Pozinski
Time to start thinking about a vacation. How do six weeks in Ireland sound to you? Dublin, Galway Bay, Waterford. Maybe a week in that little bed and breakfast in Kilkenny. And don’t worry, we do not have to take my cousin Steven with us. Let him get out of the country on his own. I told him to threaten that cop - not blast him in the face with a shotgun. He can rot in that abandoned fishery down on Union Wharf, for all I care. Love you.
Eddie Winter, signing off

22345April 17 2017ActorsUnofficial Fallout 4 PatchEncRaider06Melee - wrong strength valueAllFix PendingSclerocephalusLowLow Task Description

Vanilla strength value is 80(!)
Should be 8 like for all other raiders at this level.

22343April 16 2017ActorsUnofficial Fallout 4 Patchdialogue bug with lucy abenarthyAllNewLowVery Low Task Description

when you first met her, she asks the player to bring melons and she’ll buy them.

hoewever further dialogue reveal a bug. if you chose “caps?” in the dialogue the player SHOULD say “Did you say caps? Why would I want those?”, however, he directly asks “what are you paying?”

22341April 16 2017ActorsUnofficial Fallout 4 PatchLevel 06 Minutemen have wrong health valuesAllConfirmedSclerocephalusLowLow Task Description

This is a list of the minutemen’s health values and levels:

EncMinuteman01 Lvl 01 Health: -10
EncMinuteman02 Lvl 08 Health: 30
EncMinuteman03 Lvl 16 Health: 60
EncMinuteman04 Lvl 24 Health: 160
EncMinuteman05 Lvl 32 Health: 285
EncMinuteman06 Lvl 42 Health: 510
EncMinuteman07 Lvl 52 Health: 510
EncMinuteman08 Lvl 62 Health: 610

Something is obviously wrong because there shouldn’t be two levels with the same health value, and it appears that the value for lvl 06 is in fact too high.

I’m unable to suggest a proper value though, as there is no clear relationship between health and level.

22338April 15 2017ActorsUnofficial Fallout 4 PatchPossible bug with Eve's faceAllNewLowVery Low Task Description

Eve, a synth involved in the quest “Plugging a leak” have a somewhat corrupted face that may be considered a bug

I made a small mod that changes her face that could be used as base, if a fix is judged necessary http://www.nexusmods.com/fallout4/mods/23519/?

22337April 15 2017ActorsUnofficial Fallout 4 PatchTurret in hallway in FEV lab is not tied to nearby secu...AllFix PendingMadCat221LowMedium Task Description

In a hallway in the Institute FEV lab cell, a ceiling turret (ACHR:2231FF) is not tied to the same terminal as the other two turrets all in the same room. If the Total Hack holotape is used to override targeting parameters (turn the turrets to your side), the two turrets adjacent to the door near the terminal will open fire on the third.

Chain-linking the third to the second in the link chain (ACHR:2231FE) will tie them all all together, preventing them from firing on each other, and also will make the third turret properly attack any enemies (such as the Assaultron lurking about in the next room) with the other two.

22336April 15 2017PapyrusUnofficial Skyrim Legendary Edition PatchIn My Time Of Need (MS08) quest objective may not get m...AllNewMultiphorLowVery Low Task Description

The objective “Talk to the Alik’r Prisoner” in the In My Time Of Need (MS08) quest doesn’t get marked as completed if the player does not talk to the Alik’r prisoner and goes straight to Swindler’s Den and kills Kematu. The objectives “Find a way to enter the Alik’r hideout” and “Enter the Alik’r hideout” will be skipped if the player does this. One way to fix this would be to edit the MS08KematuScript on the Kematu alias to mark the “Talk to the Alik’r Prisoner” objective as completed if it is not already marked as completed.

22335April 15 2017LocationsUnofficial Fallout 4 PatchUFO Crash site possible NavMesh issues, launching NPCs ...Windows PCNewalt3rn1tyLowVery Low Task Description

UFO Crash site with a follower / companion of the two legged human variety, experienced odd behaviour of companion

In the following screenshot I have llamaRCA’s new companion Heather ( http://www.nexusmods.com/fallout4/mods/23273/?
) in company. She avoids the “bowl” of the crater which is just before where the ship is (behind me in the screenshot)

And occasionally when she sandboxes away to the other side of the crater bowl, she will launch into the air and then drop back to earth, possible navmesh issue ..

i.imgur.comf9pmccd.jpg

.. I am guessing that after the crash maybe the game is supposed to set a new navmesh for the changed landscape, and its a bit buggy.

22325April 13 2017ActorsUnofficial Fallout 4 PatchRobots have Static animations when travelling a distanc...AllNewRyanMediumVery Low Task Description

When you travel far enough away from any robot in the game their animations become static and they will waddle around frozen, This is extremely annoying please fix this.

P.S Changing the uGridsToLoad does nothing to change this.

22323April 12 2017ActorsUnofficial Fallout 4 Patch[Caravan] Doc Weathers BrahminWindows PCNew5likeLowVery Low Task Description

In the quest “CaravanTradePostWeathers” the Alias “CaravanBrahmin” use the wrong ref.

The UniqueActor used is ‘CaravanLucasBrahmin’ instead of ‘CaravanDWBrahmin’.

22322April 12 2017ItemsUnofficial Fallout 4 PatchGatling Lasers, Fusion Cores and related perksAllFix PendingLowVery Low Task Description

to a more complete discussion, check here https://afkmods.iguanadons.net/index.php?/topic/4935-gatling-lasers-fusion-cores-repair-bobblehead-and-nuclear-physicist/

to resume:

the game doesn’t take in consideration the repair bobblehead if you have perks invested in nuclear physicist
fusion core capacity is messed up if you have either the nf perk or repair bobblehead
aeternus legendary gatling laser is a complete sh*tshow

22321April 12 2017Settlements & WorkshopsUnofficial Fallout 4 PatchSmall, Medium, and Large Generators do not display thei...AllInvestigatingMadCat221LowMedium Task Description

Due to a duplicate COBJ entry for the Mechanist’s Lair settlement that points to the same generators in Automatron DLC, the three fossil fuel generators do not display the list of materials required to construct them if there is enough for at least one.

The fix included here is to duplicate the core ACTI forms for the three generators and point the DLC Automatron COBJs to these new ones.

The duplicate generators do indeed still generate power in the Mechanist’s Lair

22318April 10 2017MeshesUnofficial Fallout 4 PatchLabel decal on ammo drum for standing mounted turrets a...AllFix PendingMadCat221LowMedium Task Description

It seems that the tripod and standing mounted turrets have different heights in their magazine drums. However, this causes a misalignment with the label, which is set up for the tripod turret’s higher drum.

Attached is a corrected nif for the standing mounted turret, lowering the label portion that is on the magazine drum. It has been tested in-game to make sure the material swap done on it for the different mark models is still functional.

File should go in Meshes/Actors/Turret/CharacterAssets.

22317April 10 2017MeshesUnofficial Fallout 4 PatchMinigun and Sturdy Metal Left Arm mesh issueAllNewLowVery Low Task Description

if you equip a minigun and a sturdy metal left arm, when you run in the first person mode the mesh of the arm armor glitches out, causing flashes in the screen

22316April 10 2017Settlements & WorkshopsUnofficial Fallout 4 PatchOil Lamp Post - Not casting light when fast-travelling ...Windows PCNewCrimsomriderMediumVery Low Task Description

This might be the same issue that is hounding the Turret Spotlights.

The issue is that the Oil Lamp Posts (found under DECORATIONS > MISC) stop casting light if the player fast-travels to a settlement.

The only solution that makes them light up the environment properly after fast-travel is to either pick them up manually one by one or reload the game. There is no permanent way to fix this by hand as it happens often, same way it happens to spotlight turrets.

22315April 09 2017ActorsUnofficial Fallout 4 PatchPossible bug with Enraged Fog Crawler damage resistence...AllNewLowVery Low Task Description

The base Fog Crawler has a DR of 200 and ER of 150 being Level 27
Glowing Fog Crawler has a DR of 250(+50) and ER of 200(+50) being level 39(+12)
Skulking Fog Crawler has a DR of 300(+100) and ER of 250(+100) being level 51(+24)
Pale Fog Crawler has a DR of 350(+150) and ER of 300(+150) being level 63(+36)

However, the Enraged Fog Crawler (03014455) have a whooping 4000 damage resistence

seeing the other variants have +50 of DR for eache “level” so to speak, I don’t see why it jumps to 350 to 4000 - maybe it should be 400 and bethesda put one more zero...

22314April 09 2017QuestsUnofficial Fallout 4 PatchSecret of Cabot House quest summary bugWindows PCNewJiho JangLowVery Low Task Description

When The Secret of Cabot House is completed by killing Lorenzo (pulling the levers) and siding with Jack,

the quest summary indicates that the player freed Lorenzo (screenshot attached).

The bug happened through multiple re-tries.

22305April 07 2017PapyrusUnofficial Skyrim Legendary Edition PatchSoljund's Sinkhole - wall and side levers no longer ani...AllConfirmedzZz1LowVery Low Task Description

Soljund’s Sinkhole. Wall and side levers no longer be animated after activation, but it still activated. FormID = 0005EBE3, 0005EBE4.

22300April 06 2017PapyrusUnofficial Fallout 4 PatchElevatorMeterScript log spamAllFix PendingSclerocephalusLowLow Task Description

[06/05/2016 - 10:54:40AM] error: (000C4478): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4478)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4478)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 10:54:40AM] error: (000C4477): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4477)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4477)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 10:56:05AM] error: (000C4478): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4478)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4478)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 10:56:05AM] error: (000C4477): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4477)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4477)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 11:00:40AM] error: (000C4478): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4478)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4478)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/24/2016 - 03:31:26PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

[06/24/2016 - 03:34:47PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

[06/24/2016 - 03:42:51PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

[06/24/2016 - 03:55:21PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

This script throws two sorts of errors:
(1) an animation garph error which is particularly annoying. It always fails to play the “StartOn” animation
(2) occasionally, it also complains that it cannot call an animation on a disabled object.

(1): The problem here is that the script should not try to play the “StartOn” animation on every reload. It only should do this on first load and after a reset. The fix is complicated by the ‘const’ flag on this script, which means that we cannot use a tracking bool (it will not compile otherwise), and removing the flag is probably not a good idea (at least not if there is a workaround). We therefore need to check for the “StartOn” animation to be played in an OnInit() event (as this will fire on first load and after a reset). Though, we cannot call the animation from that event (this will only result in another animation graph error), but there’s a workaround for this obstacle too: start a timer from the OnInit event and call the animation from the timer event. This is currently being tesetd.
(2): this only requires a sanity check.

22299April 06 2017PapyrusUnofficial Fallout 4 PatchMirelurkHatchableScript - animation graph errorAllConfirmedSclerocephalusLowMedium Task Description

[07/31/2016 - 09:45:14PM] error: (00174247): the animation graph (MirelurkEgg_Single01_Hatching) cannot currently process event “Shake”.
stack:

[ (00174247)].MirelurkHatchableScript.PlayAnimation() - "<native>" Line ?
[ (00174247)].MirelurkHatchableScript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\MirelurkHatchableScript.psc" Line 18

[07/31/2016 - 09:45:14PM] error: (00174245): the animation graph (MirelurkEgg_Single01_Hatching) cannot currently process event “Shake”.
stack:

[ (00174245)].MirelurkHatchableScript.PlayAnimation() - "<native>" Line ?
[ (00174245)].MirelurkHatchableScript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\MirelurkHatchableScript.psc" Line 18

Problem here is the OnActivate event. The way this has been written, the ref can be activated several times in a row. Depending on who activated it, the script may then call the Shake animation while another animation (from a previous activation) is still running.

22298April 06 2017ItemsUnofficial Fallout 4 PatchLab Coat is showing as Vault Tec Lab Coat on female cha...AllFix PendingLowVery Low Task Description

when equipping a lab coat (00178b68) on a female character, or when one is used by a NPC (such as Dr. Chambers at the Covenant compound) the Vault Tec Lab Coat (00068cf3) is shown

22285April 05 2017MeshesUnofficial Fallout 4 PatchRWRiverPieceRailHalfCircle02Short01.nif - UV error and ...AllConfirmedSclerocephalusLowMedium Task Description

See: https://afkmods.iguanadons.net/index.php?/gallery/image/4625-rwriverpiecerailhalfcircle02short01jpg/

This mesh also has plenty of gaps, e.g.
https://afkmods.iguanadons.net/index.php?/gallery/image/4627-rwriverpiecerailhalfcircle02short01_2jpg/

22284April 05 2017PapyrusUnofficial Fallout 4 PatchDLC01: WorkshopResourceScannerScript - 3D errorsAllConfirmedSclerocephalusLowLow Task Description

[04/05/2017 - 02:16:45PM] error: (FF064C53): model was not loaded when we tried to play an animation on it (most likely you’re calling for animations in OnInit.).
stack:

[ (FF064C53)].DLC01:WorkshopResourceScannerScript.PlayAnimation() - "<native>" Line ?
[ (FF064C53)].DLC01:WorkshopResourceScannerScript.OpenPod() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\WorkshopResourceScannerScript.psc" Line 27
[ (FF064C53)].DLC01:WorkshopResourceScannerScript.ReadyToScan() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\WorkshopResourceScannerScript.psc" Line 11
[DLC01WorkshopResourceTargetBallisticFiber01 (010027D5)].DLC01:Fragments:Quests:QF_DLC01WorkshopResourceTarg_010027D5.Fragment_Stage_0200_Item_00() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\Fragments\Quests\QF_DLC01WorkshopResourceTarg_010027D5.psc" Line 94

[04/05/2017 - 02:16:46PM] error: (FF064C53): model was not loaded when we tried to play an animation on it (most likely you’re calling for animations in OnInit.).
stack:

[ (FF064C53)].DLC01:WorkshopResourceScannerScript.PlayAnimation() - "<native>" Line ?
[ (FF064C53)].DLC01:WorkshopResourceScannerScript.OnTimer() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\WorkshopResourceScannerScript.psc" Line 41
22279April 04 2017ItemsUnofficial Fallout 4 Patchdn070_traptripwire - Cannot call GetValueInt() on a Non...AllFix PendingSclerocephalusLowLow Task Description

[07/31/2016 - 07:37:47PM] error: Cannot call GetValueInt() on a None object, aborting function call
stack:

[ (00111341)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (00111341)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:47PM] warning: Assigning None to a non-object variable named “::temp46” stack:

[ (00111341)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (00111341)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:51PM] error: Cannot call GetValueInt() on a None object, aborting function call
stack:

[ (001122D7)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (001122D7)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:51PM] warning: Assigning None to a non-object variable named “::temp46” stack:

[ (001122D7)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (001122D7)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:58PM] error: Cannot call GetValueInt() on a None object, aborting function call
stack:

[ (001122DA)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (001122DA)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

The property TrapDisarmXPReward is not initialized.

22278April 04 2017PapyrusUnofficial Fallout 4 Patchdn070_traptripwire - animation graph errorsAllFix PendingSclerocephalusLowMedium Task Description

[07/31/2016 - 07:41:18PM] error: (001122D8): the animation graph (TRAP) cannot currently process event “Disarm”.
stack:

[ (001122D8)].dn070_traptripwire.PlayAnimation() - "<native>" Line ?
[ (001122D8)].dn070_traptripwire.DisableTripwire() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TrapTripwire.psc" Line 23
[ (00144EF2)].dn070_turrethallmanagerscript.DisableLasers() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 197
[ (00144EF2)].dn070_turrethallmanagerscript.ButtonPressed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 99
[ (00144EF2)].dn070_turrethallmanagerscript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 74

[07/31/2016 - 07:41:18PM] error: (001122D7): the animation graph (TRAP) cannot currently process event “Disarm”.
stack:

[ (001122D7)].dn070_traptripwire.PlayAnimation() - "<native>" Line ?
[ (001122D7)].dn070_traptripwire.DisableTripwire() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TrapTripwire.psc" Line 23
[ (00144EF2)].dn070_turrethallmanagerscript.DisableLasers() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 197
[ (00144EF2)].dn070_turrethallmanagerscript.ButtonPressed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 99
[ (00144EF2)].dn070_turrethallmanagerscript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 74

[07/31/2016 - 07:41:18PM] error: (001122DA): the animation graph (TRAP) cannot currently process event “Disarm”.
stack:

[ (001122DA)].dn070_traptripwire.PlayAnimation() - "<native>" Line ?
[ (001122DA)].dn070_traptripwire.DisableTripwire() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TrapTripwire.psc" Line 23
[ (00144EF2)].dn070_turrethallmanagerscript.DisableLasers() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 197
[ (00144EF2)].dn070_turrethallmanagerscript.ButtonPressed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 99
[ (00144EF2)].dn070_turrethallmanagerscript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 74

This happens because the script tries to play the ‘disarm’ animation on tripwires that have been disarmed already. This always fails with an error. A check for the current script state in the DisableTripwire() function will fix this.

22277April 04 2017QuestsUnofficial Fallout 4 PatchRESceneCT07 - property cannot be initializedAllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 11:24:53AM] warning: Property Alias_EyeBot01 on script Fragments:Quests:QF_RESceneCT07_001879FF attached to RESceneCT07 (001879FF) cannot be initialized because the script no longer contains that property

22276April 04 2017Placed ReferencesUnofficial Fallout 4 PatchDLC04: WW_StartCritterHunt - property cannot be boundAllConfirmedSclerocephalusLowMedium Task Description

[03/20/2017 - 12:38:01PM] error: Property DLC04_WW02 on script DLC04:WW_StartCritterHunt attached to (06040B26) cannot be bound because <nullptr form> (06038358) is not the right type

This is the script:

Scriptname DLC04:WW_StartCritterHunt extends ObjectReference Const
 
Quest Property DLC04_WW02 Auto Const Mandatory
 
Int Property stage = 50 Auto Const
 
Event OnTriggerEnter(ObjectReference akActionRef)
    if akActionRef == Game.GetPlayer()
 
    	DLC04_WW02.SetStage(50)
 
    endif
EndEvent

Except for setting a stage on quest DLC04_WW02, it does nothing. The quest property is not filled however, and the quest DLC04_WW02 does not exist.

22275April 04 2017PapyrusUnofficial Fallout 4 PatchCryoCorpseScript - reference has no 3D ...AllConfirmedSclerocephalusLowLow Task Description

[07/17/2016 - 02:18:46AM] error: (0006FA2F): does not have 3d and cannot have an effect shader played on it.
stack:

[ (0003EC51)].EffectShader.play() - "<native>" Line ?
[ (0006FA2F)].CryoCorpseScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\CryoCorpseScript.psc" Line 8

[07/17/2016 - 02:18:46AM] error: (0006FA30): does not have 3d and cannot have an effect shader played on it.
stack:

[ (0003EC51)].EffectShader.play() - "<native>" Line ?
[ (0006FA30)].CryoCorpseScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\CryoCorpseScript.psc" Line 8
22274April 04 2017PapyrusUnofficial Fallout 4 Patchdn131_swanaliasscript - Failed to setup moving referenc...AllConfirmedSclerocephalusLowMedium Task Description

[06/12/2016 - 04:56:53PM] error: Failed to setup moving reference because it has no parent cell or no 3D
stack:

[ (00056B7B)].MasterAmbushActorScript.SplineTranslateTo() - "<native>" Line ?
[ (00056B7B)].MasterAmbushActorScript.SplineTranslateToRef() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.TranslateSwan() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.OnTimer() - "<unknown file>" Line ?

[06/12/2016 - 04:57:06PM] error: Failed to setup moving reference because it has no parent cell or no 3D
stack:

[ (00056B7B)].MasterAmbushActorScript.SplineTranslateTo() - "<native>" Line ?
[ (00056B7B)].MasterAmbushActorScript.SplineTranslateToRef() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.TranslateSwan() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.OnTimer() - "<unknown file>" Line ?
22273April 04 2017QuestsUnofficial Fallout 4 PatchCambridge Polymer Labs "Complete the research project" ...AllNewLowVery Low Task Description

Even if you complete the project and get the unique Piezonucleic power armor chest, the objective is shown as failed in the pip boy.

One way to fix using console:

CompleteAllObjectives 284bc
CompleteAllObjectives DN015

but you’ll need to enter it BEFORE turning in the quest to Molly, otherwise will not work.

22272April 04 2017PapyrusUnofficial Fallout 4 PatchWorkshopObjectScript - Improvement of damage helper del...AllFix PendingSclerocephalusLowMedium Task Description

Adding a line to this function to disable the damager helper when it gets deleted is probably helpful. After all, the damage helper will not be actually deleted before the cell unloads, so it may still cause trouble while the player is around. Disabling it once it is marked for deletion avoids this.

22271April 04 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript - corrections to the UFO4P 2.0 mod...AllFix PendingSclerocephalusMediumMedium Task Description

Ticket #21895 is about delaying the workshop reset while an attack is running (and the player is present at that workshop at this time). While the procedure works as intended, the handling turned out to be somewhat inefficient in cases where the player leaves a workshop during the attack:

(1) the player leaves during an attack and returns while the attack is still running: in that case, a superfluous second reset may be started (but both will run after the attack is over). This can be avoided by adding a check to the OnLocationChange event.
(2) the player leaves during an attack and does not return before the attack is over: in that case, the attack is resolved off screen. WorkshopAttackScript will still make an independent call to the UFO4P_ResolveAttack function on WorkshopParentScript, but this may occur with some delay then. As a result, it will take more time until the attack data are cleared (note: until this happens, daily updates on any workshops are suspended because the scripts assume that the attack is still running). This situation can be significantly improved by letting the ResolveAttack function clear the data.

22270April 02 2017QuestsUnofficial Fallout 4 PatchREChokepointSC01 - Actor is dead, cannot start combatAllFix PendingSclerocephalusLowMedium Task Description

[04/03/2017 - 01:13:45AM] error: (FF08E65C): Actor is dead, cannot start combat.
stack:

[ (FF08E65C)].Actor.StartCombat() - "<native>" Line ?
[REChokepointSC01 (0003A528)].Fragments:Quests:QF_REChokepoint01_0003A528.Fragment_Stage_0050_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepoint01_0003A528.psc" Line 58

[04/03/2017 - 01:13:46AM] error: (FF08D68B): Actor is dead, cannot start combat.
stack:

[ (FF08D68B)].Actor.StartCombat() - "<native>" Line ?
[REChokepointSC01 (0003A528)].Fragments:Quests:QF_REChokepoint01_0003A528.Fragment_Stage_0050_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepoint01_0003A528.psc" Line 59

[04/03/2017 - 01:13:46AM] error: (FF08E7C0): Actor is dead, cannot start combat.
stack:

[ (FF08E7C0)].Actor.StartCombat() - "<native>" Line ?
[REChokepointSC01 (0003A528)].Fragments:Quests:QF_REChokepoint01_0003A528.Fragment_Stage_0050_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepoint01_0003A528.psc" Line 60
22267April 02 2017ItemsUnofficial Fallout 4 PatchDirty trench coat is showing as a new on male character...AllNewLowVery Low Task Description

when equipping a dirty trench coat (001223cb) on a male character, it’s visual is the same as the yellow trench coat (000df455)

however when playing with a female character the dirty one shows the correct, decayed visual.

22254March 31 2017ItemsUnofficial Fallout 4 PatchDuplicate Hollowed-out rock outside Museum of Witchcraf...AllNewLowVery Low Task Description

CraterHouseExt03

0022f498
00216aa4

It’s a easter egg to Fallout 3, but is a duplicate. Both rocks contains the same loot and the same note, notes shows as Note (2) when both picked up

The first hollowed-out rock is in the back of the museum, at a graveyard, the second is to the right, near a fence, middle of some trees

22253March 31 2017ItemsUnofficial Fallout 4 PatchSynthCrippleMeleeScript - properties cannot be initiali...AllFix PendingSclerocephalusLowLow Task Description

[03/31/2017 - 07:08:01PM] warning: Property RightAttackCondition on script SynthCrippleMeleeScript attached to Active effect 1 on (000FB8BA) cannot be initialized because the script no longer contains that property
[03/31/2017 - 07:08:02PM] warning: Property RightAttackCondition on script SynthCrippleMeleeScript attached to Active effect 1 on (000FB899) cannot be initialized because the script no longer contains that property
[03/31/2017 - 07:08:02PM] warning: Property RightAttackCondition on script SynthCrippleMeleeScript attached to Active effect 1 on (000FB8A5) cannot be initialized because the script no longer contains that property

This script runs on a magic effect.

22252March 31 2017QuestsUnofficial Fallout 4 PatchREActorAttach02 - attempting to start event scoped ques...AllFix PendingSclerocephalusLowLow Task Description

[03/31/2017 - 07:28:48PM] error: REActorAttach02 (000392F8): attempting to start event scoped quest outside of story manager.
stack:

[REActorAttach02 (000392F8)].rescript.SetCurrentStageID() - "<native>" Line ?
[REActorAttach02 (000392F8)].rescript.setStage() - "g:\_F4\Art\Raw\ScriptsMilestone\Quest.psc" Line 174
[ (000392FB)].Fragments:Packages:PF_REAttachActor02ScavengePa_000392FB.Fragment_End() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Packages\PF_REAttachActor02ScavengePa_000392FB.psc" Line 16

EDIT: REActorAttach01 has the same problem.

It’s unbelievable ...

REActorAttach01 spawns raider scavengers around dead corpses and REActorAttach02 spawns conventional scavengers around dead robots. The scavengers all have two packages: (1) a patrol package, and (2) a sandbox package that is supposed to run when the patrol package ends.

The patrol packages all have a package end fragment that calls the owning quest to set stage 100. This stage is empty and it is the second last quest stage; only the stop stage comes after it (and the stop stage can only be set by the quest script to shut the quest down). Thus, this fragment does absolutely nothing, at least not quest wise ...

So I had a closer look at the packages, and found that the sandbox packages have been conditioned to only run when the quest is at stage 100. Simply speaking, they use a script and an extra quest stage to make sure that the sandbox package runs after the patrol package. They could have done this much easier by moving the patrol package on the top of the stack. Because the actual pproblem here is that the sandbox packages are blocking the patrol packages on all quest aliases.

Solution: remove the scripts and correct the package stacks. This also eliminates the error (which occurs because the call from the package fragment occurs after the quest has alredy started to shut down).

22251March 31 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript - issue with transferring resource...AllFix PendingSclerocephalusLowLow Task Description

This is handled by the TransferResourcesFromLinkedWorkshops function which is called by the daily updates (on WorkshopScript) whenever the resources of a workshop (i.e. the sum of daily production and stored resources) is not sufficient to feed the settlers. The daily updates then calculate the differences and pass them as NeededFood and NeededWater to the TransferResourcesFromLinkedWorkshops function.

This function fills all linked workshops (i.e. any workshops connected to the affected workshop by a supply line) in an array, then loops through that array and checks all workshops to get the needed items.

The problem is that the vanilla script doesn’t keep track of how many items are transferred, but instead tries to transfer the needed amounts from all workshops in that array. This has two unwanted side effects:

(1) The affected workshop may end up with significantly more food and water in its workbench than needed, and it the worst case, the number of stored items may temporarily exceed the limts beyond which the scripts disallow further production. Simply speaking, the workshop may stop producing for a while although the settlers are starving.
(2) If there’s more than one starving workshop in the linked workshop array, resources are permanently swapped forth and back without any need.

In addition, the script wastes performances in that it always loops through the full array even when the job might have been done already after a few linked workshops have been checked (although the gain is admittedly probably minor).

22250March 31 2017PapyrusUnofficial Fallout 4 PatchabProtectronRaceScript - Cannot call startInPod() on a ...AllFix PendingSclerocephalusLowMedium Task Description

[03/31/2017 - 03:17:10AM] error: Cannot call startInPod() on a None object, aborting function call
stack:

[Active effect 1 on  (FF08E375)].abProtectronRaceScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\abProtectronRaceScript.psc" Line 31

[03/31/2017 - 03:17:10AM] warning: Assigning None to a non-object variable named “::startInPod_var” stack:

[Active effect 1 on  (FF08E375)].abProtectronRaceScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\abProtectronRaceScript.psc" Line 31

This script tries to read a property from another script that is apparently not existing on some protectrons. The fun thing is that the property to be read out does already exist as a property with the same name on abProtectronRaceScript. Thus, if that other script is missing, this script proceeds with the value from its own property anyway, and this always works (because we never see any protectrons standing besides their empty pods in the game; that’s what this property handles).

A look at code of the missing script showed that this once had more than 100 lines but all of them were commented out except for two property definitions (a script note says that this is now used only as a data holder). Considering that one of these properties is duplicated on abProtectronRaceScript anyway, it may well be rhat the devs stopped using that script at some point entirely.

Therefore, I simply added a sanity check. This eliminated the log spam entirely and had no unexpected in-game effects.

22249March 31 2017PapyrusUnofficial Fallout 4 PatchSentryBotFaceLightScript - more 3D errorsAllFix PendingSclerocephalusLowLow Task Description

[03/31/2017 - 02:25:16AM] error: (0010B9E9): has no 3d and so cannot have a visual effect applied to it.
stack:

[ (0024056F)].VisualEffect.play() - "<native>" Line ?
[Active effect 2 on  (0010B9E9)].SentryBotFaceLightScript.lightWorking.OnEffectStart() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SentryBotFaceLightScript.psc" Line 15

Had to add two more 3D checks (one had been added for UFO4P 2.0 already).

22248March 30 2017QuestsUnofficial Fallout 4 PatchManual Override at the Mechanist Lair don't workAllNewLowVery Low Task Description

If you collect 3 holotopes through the mechanist lair, you could use them on a terminal to activate a elevator that leads you satright to the Mechanist quarter

Only it’s not working, you hack the terminal, load the holotapes and at that point the mainframe should say “voice module recognized”... but it’s not happening

22247March 30 2017QuestsUnofficial Fallout 4 PatchSilver Shroud Dialogue won't play with the MechanistAllNeeds User FeedbackLowVery Low Task Description

If you use the silver shroud costume during the final confrontation with the mechanist, there are supposed to be some unique dialogue, only this special dialogue won’t play at all

She doesn’t recognize you as the Shroud, neither you have any “speak as shroud” option

22246March 30 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript allows dead actors to be added to ...AllFix PendingSclerocephalusLowLow Task Description

Fortunately, this is not normally happening. The only case known so far is the quest Min02, which adds all minutemen that helped to clear out the mirelurks to the workshop - without previously checking whether they survived. WorkshopParentScript, which handles the addition of new actors, doesn’t check this either, so the dead minutemen will permanently end up in settler aliases. There is no way to get rid of them because the scripts can handle dead actors only when they die while in an alias.

This is the reason why the dead minutemen at The Castle are never cleaned up.

To fix this,
(1) a check needs to be added to the AddPermanentActorToWorkshopPUBLIC function on WorkshopParentScript to bail out if the passed-in actor is dead.
(2) another check needs to be added to the OnLoad event of WorkshopNPCScript, to let dead actors kick themselves out.

(1) will fix the issue for new games, (2) is needed to make this work retroactively.

22245March 30 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript - ProduceFood function operates on...AllFix PendingSclerocephalusLowMedium Task Description

This is called by the daily updates on workshop script with a number of food items passed in (this is the ‘totalFoodToProduce’ value) which the respective workshop is allowed to produce.

The script then has to check which food types exist at the workshop, how many crops exist for each food type and to calculate individual production chances based on these values.

It’s actually a very simple calculation: sum up the resources, then calculate individual production chances by dividing the resource count for each food type by the grand total.

Instead however, the vanilla script gets the production chances per division by totalFoodToProduce (it nowhere calculates a grand total of resources, btw):

		while i < WorkshopFoodTypes.Length
			ActorValue foodType = WorkshopFoodTypes[i].resourceValue
			foodTypeChance[i] = workshopRef.GetValue(foodType)/totalFoodToProduce
			wsTrace(self + " " + foodType + "=" + foodTypeChance[i] + " chance")
			i += 1
		endWhile

This results in outright wrong chance values. Moreover, the values may easily get over 1 (i.e. 100%). The rest of the function performs a number of random rolls (one for each food item to prodiuce) and compares the roll values with the borked chance values in the array to decide which food type to produce.

The result of this procedure (because it is using bogus chance values) is that the chance for actual production is proportionally higher for food types that are at lower array positions. Since the food types have been filled into the array alphabetically, this means that you’re easily drowning in corn and carrots while you rarely have a surplus on tatos. Even Abernathy farm in vanilla conditions (i.e. no new crops planted) will produce significantly more melons than tatos.

22244March 30 2017AudioUnofficial Fallout 4 PatchSeveral dialogue bugs in the InstituteAllInvestigatingLowVery Low Task Description

Not sure how well I can explain it, but let’s see, and let me know if I should report these as individual bugs

When you first met Allie Filmore, there is a scene with her, a synth under repairs and a institute scientist reparing the said synth. After a brief dialogue exchange, the scientist will say “Unit, you can return to your duties” and the synth will reply “Thanks ma’am”, only the voice of the synth often doesn’t play, only the dialogue

Dialogue with Doctor Lawrence Higgs and a synth, often the synth start walking mid dialogue, and only Lawrence speaks his lines. Sometimes he stand where the initial conversation takes place, sometimes he walks around speaking to the walls.

A random janitor gen 1 synth will say “A clean enviroment ensures maximum productivity” only the audio don’t play, only subtitles

A random gen 1 synth will say “Report any leaks of harzadous components to the facilities division” again only subtitles, no audio

During a “House Divided” a synth may say “Doctor Newton wants you at the Bioscence Division”, again only subtitles

Finally, Father and Doctor Dean Volkert may be speaking after you return from Mass Fusion to meet father, but the dialogue is a endless loop “Are you taking all your medication?” “Yes doctor” “You feeling any pain” etc.

22243March 30 2017QuestsUnofficial Fallout 4 PatchOptional objective to restore power to Nuka World missi...AllNewLowVery Low Task Description

After Open Season, the player can restore the power to Nuka World on his own, however there’s no indication that you can do this at all. Funny thing is, the only way I know this is because on the beta testing period on steam, there was a optional objective to do so after Open Season, and for some reason it’s missing on the released version.

My idea is the restauration of this objective. It would fit to be activated after a dialogue with Chip Morse in the Nuka Town Market after Open Season, but really, any indication on screen at any given time after killing all the raiders will do.

22242March 30 2017QuestsUnofficial Fallout 4 PatchRaider bodies don't despawn after Open SeasonAllNewLowVery Low Task Description

Several raider bodies don’t despawn after you kill them in Open Season. Notably Porter Gage, Wiiliam and Mags Black and several unnamed ones aswell.

22239March 29 2017Placed ReferencesUnofficial Fallout 4 PatchRobCo Fun magazines respawning after picked upAllFix PendingLowLow Task Description

at least 2 editions of the robco fun magazine are respawing

1 - On the table of Valentine Detective Agency (respawn with the holotape)
2 - Museum Of Freedom, where you meet Preston Garvey (only the magazine without holotape)

Removed the respawn flags from the following refs:
- 00249C7E (RobCoFun01)
- 00249C80 (RobCoFun04)
- 00249C91 (RobCoFun05)

EDIT:
I don’t see a way for the holotape to respawn: this is handled by a script on the magauine, which checks a stage on the perk quest, and only if that stage is not done already, the perk quest adds the tape to the player’s inventory.

22237March 29 2017AnimationsUnofficial Fallout 4 PatchHancock's knife play idle anim causes power armor to gl...AllInvestigatingMadCat221LowMedium Task Description

Hancock has an idle animation where he plays with his combat knife. However, if he is in power armor, the armature for that “race” clearly cannot handle the animation, as power armor bits glitch out all over. A screenshot for example is attached.

The idle anim in question should have conditions placed on it to prevent it from running if Hancock is in power armor.

22236March 28 2017TextUnofficial Fallout 4 PatchMore than the 26 character limit when renaming weapons ...AllNewLowVery Low Task Description

In the vanilla game, whenever you go to a Weapons Workbench or Armor Workbench and go to rename a weapon or piece of armor, you have a 26 character limit (letters, numbers, symbols).

Yet the game allows for preexisting weapons and armor found throughout The Commonwealth to far exceed this limit. For example: “Improved Targeting Boosted Agitated Improved Automatic Laser Pistol”. A whopping sixty-seven characters. So if I were to go to rename this particular Laser Pistol, I feel I should be able to give it a sixty-seven+ character custom name.

So, my humble request: allows for (much) more character ‘slots’ available for renaming weapons and armor at workbenches.

22235March 28 2017Placed ReferencesUnofficial Fallout 4 PatchSuperfluous trigger at Hubris Comics (refID = 0021C929)AllFix PendingSclerocephalusLowLow Task Description

The monkey trap at Hubris Comics has two triggers linked to it. The scripts cannot handle this as there are no means for communication between the triggers, so the trap is now bombarded with contradictory animation calls all of the time, resulting in a wall of errors on the log.

There’s also no good reason to link two triggers to a trap (as it can be tripped only once), and to make things even worse, one of the triggers is almost completely inside the volume of the other trigger (overlap > 90%), so the player usually enters both at the same time.

Moving one trigger out of the way (I did this with the smaller one) so as to make it inaccessible by the player resolves the issue and has no effect on gameplay (tested).

22234March 28 2017PapyrusUnofficial Fallout 4 PatchAPI problems on WorkshopScript (as a result of locking ...AllFix PendingSclerocephalusLowMedium Task Description

As reported here:
https://afkmods.iguanadons.net/index.php?/topic/4922-script-api-broken-for-workshopscriptpsc/

22233March 28 2017QuestsUnofficial Fallout 4 PatchBroken encounter at Reeb MarinaAllNewLowVery Low Task Description

The robot encounter at Reeb Marina is broken. As soon as you enter the building, the robot greets you “Hello Eugene, you brother Malcom left a surprise for you, follow me”, but then the robot does not go anywehere and keep saying the default lines “Good to to you” etc

And if you go the the kitchen by yourself, the robot there is not hostile.

What was supposed to happen, you follow the first robot to the kitchen, and when you arrive the robots say “Happy birthday Eugene” and then turn hostile.

22232March 27 2017ItemsUnofficial Fallout 4 PatchBerry Mentats and hostile Companions?AllNewLowVery Low Task Description

I had this strange bug - With Curie as my companion, I was in the top of the Mass Fusion Building to push the button to destroy the Institute, Railroad being my faction of choice. I was also under the effect of Berry Mentats (highlights living targets with a pink-ish glow). After the ending cutscene and the the dialogue, I dismissed Curie. She then turned hostile against Railroad Agents. This reminded me of the old bug with the targeting HUD power armor helment (was it ever fixed?)

22231March 27 2017QuestsUnofficial Fallout 4 PatchFar Harbor's Far From Home quest advancing without list...AllNewLowVery Low Task Description

Maybe it’s not a bug, hence I put this under Feature Request

After killing Kellog in Reunions, Far From Home starts. The first objective is “listen to Valentine Detective Radio”, however this step is auto completed the next time the player enters Valentine Agency, tuning to the radio is not needed at all. Since the next step in the main story is to talk to Nick in his office, Ellie may “hijack” the dialogue and start talking about the Nakano case and etc without the player actually wanting to start the quest at that moment.

My request, if possible - Do not auto advance the quest stage to talk to ellie without hearing the radio first.

22230March 27 2017QuestsUnofficial Fallout 4 PatchWinlock and Barnes not hostile during Long Road AheadAllNewLowVery Low Task Description

During the quest, the player joins MacCreary to kill Winlock, Barnes and the Gunners in the Mass Pike Interchange. All the gunners in the area are hostile as soon as they see you, except Winlock and Barnes, the very same quest targets. They will become hostile only after being attacked directly. It’s possible to kill every gunner in the area, but these two will remain neutral, and killing them count as murder in the pip boy stats.

22229March 27 2017QuestsUnofficial Fallout 4 PatchNuka World Family Radio/Caravan Distress Signal not pla...AllNewLowVery Low Task Description

If the player doesn’t listen to the Caravan Distress Signal for Automatron and Nuka World Family Radio for Nuka World right after the quest start, the radio signal may become unavailable later. I’m at level 52 after destroying the institute, and proceeded to the DLC’s, but the radio does not play.

22228March 26 2017QuestsUnofficial Fallout 4 PatchBodies and Chem crates do not despawn after Diamond Cit...AllFix PendingLowVery Low Task Description

After ambushing the chem deal during Diamond City Blues, the bodies and the chem crates do not despawn from the world. Trish, Nelson Latimer and 3 ghoul triggerman, and the loot on their bodies respawn after some time too.

Using disable on console does work.

22227March 26 2017QuestsUnofficial Fallout 4 PatchRaiders and Gunners bodies do not despawn at Parsons As...AllConfirmedLowVery Low Task Description

When you reach Parsons Insane Asylum with Jack Cabot for the quest The Secret Of The Cabot House, you find the bodies of several gunners and raiders, Jack comments about the fight that took place.

After several in-game days, I returned to the location and the bodies were still there.

Trying to enter disable on the console returns the follwing:

Disable is being called on reference " (001F1DD5) even though it has enable state parent " (001F1DD4). This is not valid behaviour and will be ignored.

EDIT: This (MS06) is another quest that doesn’t stop running because there are follow-up quests relying on the aliases. Matters are complicated by DN031 which also has the guards in its aliases and doesn’t appear stop running either (although it probably should when MS06 is completed).

22226March 26 2017TextUnofficial Fallout 4 PatchKL-E-O should be K-L-E-OAllNewLowVery Low Task Description

based on dialogue with KL-E-O, her name should be K-L-E-O

follow a screenshot

22225March 26 2017Textures & MaterialsUnofficial Fallout 4 PatchPower armor frame material bugsAllFix PendingMadCat221LowMedium Task Description

The recent “Power Armor Frame Materials Fix” mod on Nexus hotfiles brought to light some bugs in the PA materials. Investigating for myself, they are indeed missing bits. The frame furniture nif (separate from the frame actor nifs, which are all in order) doesn’t even refer to any BGSMs, and is missing a wet material and an envirocube map. Both are present in the BGSM that it should be pointing to (the one that the operational in-use frame model uses). Additionally, the 1stperson material is missing a specular map.

The following bundle contains a fixed frame furniture that has both its built in material set configured to have the wet material and the missing envirocube, and points to the BGSM, just to be thorough in squashing this bug. The second file is the 1stperson hand material that has the specmap restored. These were independently corrected from base assets by me.

22224March 26 2017PapyrusUnofficial Fallout 4 Patchdn160_encountermanagerscript - Cannot SetValue with Non...AllFix PendingSclerocephalusLowMedium Task Description

[03/25/2017 - 11:29:28PM] error: Cannot SetValue with None ActorValue
stack:

[ (000B7E9D)].ObjectReference.SetValue() - "<native>" Line ?
[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 136
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14

[03/25/2017 - 11:29:28PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 137
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14

[03/25/2017 - 11:29:28PM] error: Cannot SetValue with None ActorValue
stack:

[ (0008C4D6)].ObjectReference.SetValue() - "<native>" Line ?
[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 136
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14

[03/25/2017 - 11:29:28PM] error: Cannot SetValue with None ActorValue
stack:

[ (0008C4FA)].MasterAmbushActorScript.SetValue() - "<native>" Line ?
[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 136
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14

[03/25/2017 - 11:29:28PM] error: Cannot SetValue with None ActorValue
stack:

[ (0008C4D3)].ObjectReference.SetValue() - "<native>" Line ?
[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 136
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14

[03/25/2017 - 11:29:28PM] error: Cannot SetValue with None ActorValue
stack:

[ (0008C4D4)].ObjectReference.SetValue() - "<native>" Line ?
[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 136
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14
22223March 26 2017PapyrusUnofficial Fallout 4 PatchDN160_StudioManagerScript - Attempting to stop an inval...AllFix PendingSclerocephalusLowMedium Task Description

[03/25/2017 - 11:25:45PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (0019096C)].DN160_StudioManagerScript.StudioSound() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_StudioManagerScript.psc" Line 37
[ (0019096C)].DN160_StudioManagerScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_StudioManagerScript.psc" Line 29

[03/25/2017 - 11:25:45PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (0019096C)].DN160_StudioManagerScript.StudioSound() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_StudioManagerScript.psc" Line 38
[ (0019096C)].DN160_StudioManagerScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_StudioManagerScript.psc" Line 29

There are plenty of checks for valid sound instances missing.

22222March 26 2017PapyrusUnofficial Fallout 4 PatchTrapTripwire - more bugsAllFix PendingSclerocephalusLowMedium Task Description

This entry is for additional bugs on the TrapTripwire script that became evident after the reset loop issue (bug #22195) was fixed and needed immediate attention to ensure that the traps keep working properly.

22216March 25 2017PapyrusUnofficial Fallout 4 PatchTrapBarnacle - Cannot delete a None objectAllConfirmedSclerocephalusLowMedium Task Description

[03/20/2017 - 01:39:13PM] error: Cannot delete a None object
stack:

[None].ObjectReference.Delete() - "<native>" Line ?
[ (0304ACBF)].TrapBarnacle.inactive.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBarnacle.psc" Line ?

[03/20/2017 - 01:39:50PM] error: Cannot delete a None object
stack:

[None].ObjectReference.Delete() - "<native>" Line ?
[ (0304ACC0)].TrapBarnacle.inactive.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBarnacle.psc" Line ?

Basically the same issue as with TrapThistle. MyHazard is a gas cloud that is placed in-game and gets probably deleted by the engine as soon as it fades off.

22214March 24 2017PapyrusUnofficial Fallout 4 PatchTrapGun - more 3D errorsAllFix PendingSclerocephalusLowLow Task Description

[03/24/2017 - 05:24:59PM] error: (002211D9): has no 3d, and so cannot have its motion type changed.
stack:

[ (002211D9)].ObjectReference.SetMotionType() - "<native>" Line ?
[ (002211D7)].TrapGun.EnsureNodeMatch() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 155
[ (002211D7)].TrapGun.OnCellAttach() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 83

[03/24/2017 - 05:24:59PM] error: (FF01B68B): has no 3d, and so cannot have its motion type changed.
stack:

[ (FF01B68B)].ObjectReference.SetMotionType() - "<native>" Line ?
[ (002211DF)].TrapGun.EnsureNodeMatch() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 155
[ (002211DF)].TrapGun.OnCellAttach() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 83

This error is thrown by a function that never ran before because the vanilla script did reset the trap on every reload, so it had to always run its initialization procedure. Now that it doesn’t anymore (because I fixed that), the script calls the EnsureNodeMatch() function on reload, and this is throwing new errors now.

NOTE: I will use this ticket for all follow-up bugs on this script.

22213March 24 2017QuestsUnofficial Fallout 4 PatchSensor module not needed to build the Signal Intercepto...AllNewLowVery Low Task Description

During “The Molecular Level” the player is tasked to build a signal interceptor to first gain entrance to the Institute. In the quest, a note is given to the player, requiring special parts to build the machine, these parts are - Biometric Scanner to be used in the Control Console, Military Grade Circuitry Board to be used in the Beam Emmiter and a third part called Sensor Module. Given that the player is informed that the building of the Reflector Platform is easy, and indeed it only asks for common metal parts, I assume the Sensor module should be used to build the Relay Dish. But in-game, it only requires Cloth, Copper, Gold and Steel.

So there are 2 options

A - remove the sensor module from the “Items needed” note and the optional objective to find for one
B - make the sensor module a required component to build the Relay Dish

22211March 23 2017Placed ReferencesUnofficial Fallout 4 PatchBillboard at Wilson Atomatoys is completely backwardsAllFix PendingMadCat221LowMedium Task Description

The company billboard at the Wilson Atomatoys factory is completely backwards. The sign portion is facing the building while its rear scaffold faces outward.

Complications arise from this being part of a Precombined mesh. However, after some searching with the CK and FO4Edit, I located the precombine NIF model file it was part of, and then the component in the NIF that was the sign. NIFSkope work on the object successfully rotated it 180 degrees to face outwards.

22210March 23 2017PapyrusUnofficial Fallout 4 PatchPAFramePurchaseScript errorsAllNewSclerocephalusLowLow Task Description

[03/23/2017 - 01:14:00PM] error: Cannot call MoveToNearestNavmeshLocation() on a None object, aborting function call
stack:

[Item 298 in container  (00000014)].PAFramePurchaseScript.OnContainerChanged() - "g:\_F4\Art\Raw\ScriptsMilestone\PAFramePurchaseScript.psc" Line 13

[03/23/2017 - 01:14:00PM] error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:

[Item 298 in container  (00000014)].PAFramePurchaseScript.Delete() - "<native>" Line ?
[Item 298 in container  (00000014)].PAFramePurchaseScript.OnContainerChanged() - "g:\_F4\Art\Raw\ScriptsMilestone\PAFramePurchaseScript.psc" Line 15
22209March 23 2017QuestsUnofficial Fallout 4 PatchQF_MS16_00022A07 - more properties that cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/23/2017 - 01:26:36PM] error: Property pMS16TheGangSurveysTheSubway on script Fragments:Quests:QF_MS16_00022A07 attached to MS16 (00022A07) cannot be bound because (00122077) is not the right type
[03/23/2017 - 01:26:36PM] error: Property pMS16TheGangSurveysTheBasements on script Fragments:Quests:QF_MS16_00022A07 attached to MS16 (00022A07) cannot be bound because (0012207B) is not the right type

22208March 23 2017PapyrusUnofficial Fallout 4 PatchAssaultron mod scripts - has no 3d and so cannot have a...AllFix PendingSclerocephalusLowMedium Task Description

[03/23/2017 - 01:47:04PM] error: (001EAD96): has no 3d and so cannot have a visual effect applied to it.
stack:

[ (0023F49B)].VisualEffect.play() - "<native>" Line ?
[Active effect 2 on  (001EAD96)].AssaultronHeadModStealthScript.alive.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronHeadModStealthScript.psc" Line 83

This happens with all assaultron mod scripts: AssaultronHeadModScript, AssaultronHeadModStealthScript, AssaultronShockHandScript, DLC01:AssaultronHeadModScriptCB and DLC01:AssaultronHeadModShield.

Apparently, the OnEffectStart event may fire before OnLoad, so there should be a 3D check (but there isn’t). Interestingly, some of the scripts once had that check, but it has been commented out:

  ; while akCaster.Is3dLoaded() == false
  ;     debug.trace("Ass head waiting for 3d")
  ;     utility.wait(0.05)
  ; endWhile

EDIT: All scripts are also missing a sanity check for akCaster in the OnEffectFinish event (note that this may not always help to avoid the error because the engine appears to clean up all magic effects quite aggressively, but it also won’t do any harm).

22207March 23 2017Placed ReferencesUnofficial Fallout 4 PatchDLC04GZEMSystemTurf (activator): DLC04GZEMSystemTurfScr...AllFix PendingSclerocephalusLowLow Task Description

[03/22/2017 - 11:02:00PM] warning: Property ForcedEMSState on script DLC04:DLC04GZEMSystemTurfScript attached to (06039105) cannot be initialized because the script no longer contains that property

There are two refs to this activator base object existing in the game, 06039105 and 06039196, and both are affected.

22206March 23 2017PapyrusUnofficial Fallout 4 PatchAssaultronHeadModScript - Attempting to stop an invalid...AllFix PendingSclerocephalusLowLow Task Description

[03/22/2017 - 11:46:47PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.readyLaser() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line 191
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.alive.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line ?

[03/22/2017 - 11:47:03PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.laserCrippled() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line 218
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.alive.OnDying() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line ?

[03/22/2017 - 11:47:03PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.laserCrippled() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line 218
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.alive.OnCripple() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line ?

[03/22/2017 - 11:47:03PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.laserCrippled() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line 219
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.alive.OnCripple() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line ?

[03/22/2017 - 11:47:03PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.laserCrippled() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line 219
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.alive.OnDying() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line ?

Sanity checks for valid sound IDs are all missing. This script will even try to stop sounds that were never played.

EDIT: AssaultronHeadModStealthScript (which is largely the same script as AssaultronHeadModScript) has the same problems. I will fix both of them for this ticket.

EDIT2: Sigh ... DLC01:AssaultronHeadModScriptCB and DLC01:AssaultronHeadModShield: same scripts, same problems.

EDIT3: And another one: AssaultronShockHandScript.

22205March 23 2017PapyrusUnofficial Fallout 4 PatchDLC01SentryBotOverheatFXScript - Attempting to stop an ...AllFix PendingSclerocephalusLowLow Task Description

[03/22/2017 - 11:42:29PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 1 on  (FF08B343)].DLC01:DLC01SentryBotOverheatFXScript.OnDying() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\DLC01SentryBotOverheatFXScript.psc" Line 160

There is a sanity check missing for a valid soundID.

SentryBotOverheatFXScript (from the base game) has the same flaw. I will fix both of them for this ticket.

22198March 22 2017ActorsUnofficial Fallout 4 PatchAssaultronRaceScript - reference cannot be moved to a N...AllNewSclerocephalusLowLow Task Description

[03/21/2017 - 12:36:03AM] error: (00210843): cannot be moved to a None object’s location.
stack:

[ (00210843)].Actor.MoveTo() - "<native>" Line ?
[Active effect 1 on  (00210843)].AssaultronRaceScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronRaceScript.psc" Line 11
22197March 22 2017PapyrusUnofficial Fallout 4 PatchMasterAmbushActorScript - Unable to call Is3DLoadedAllFix PendingSclerocephalusLowMedium Task Description

[03/21/2017 - 01:12:48AM] error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect type
stack:

[<nullptr form> (001AD44C)].MasterAmbushActorScript.Is3DLoaded() - "<native>" Line ?
[<nullptr form> (001AD44C)].MasterAmbushActorScript.waiting.OnGetUp() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\MasterAmbushActorScript.psc" Line ?

[03/21/2017 - 01:12:48AM] warning: Assigning None to a non-object variable named “::temp7” stack:

[<nullptr form> (001AD44C)].MasterAmbushActorScript.waiting.OnGetUp() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\MasterAmbushActorScript.psc" Line ?

This is a relatively frequent error. It apparently happens when an in-game created actor unloads and gets cleaned up by the engine very quickly. If the OnGetUp event fires with some delay, it then runs on a ‘none’ actor and the check fails.

22196March 22 2017PapyrusUnofficial Fallout 4 PatchDN143TargetDummyScript - attempting to set the volume o...AllFix PendingSclerocephalusLowLow Task Description

[03/21/2017 - 12:09:23AM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (000FCCA5)].DN143TargetDummyScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN143TargetDummyScript.psc" Line 38

[03/21/2017 - 12:09:23AM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (000FCCA6)].DN143TargetDummyScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN143TargetDummyScript.psc" Line 38

[03/21/2017 - 12:09:23AM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (000FCCA7)].DN143TargetDummyScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN143TargetDummyScript.psc" Line 38

[03/21/2017 - 12:09:23AM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (000FCCA9)].DN143TargetDummyScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN143TargetDummyScript.psc" Line 38

[03/21/2017 - 12:09:23AM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (000FCCAA)].DN143TargetDummyScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN143TargetDummyScript.psc" Line 38

There is a sanity check missing. Even if the Play() function is called successfully, the sound may not be played (this usually happens when the player is too far away from the object) and in that specific case, a soundID of zero is returned (this is considered invalid).

22195March 22 2017PapyrusUnofficial Fallout 4 PatchReset issues with ALL trap scriptsAllFix PendingSclerocephalusHighHigh Task Description

After discovering that there are two trap scripts that start an infinite reset loop from their OnReset events (TrapBase and TrapBear, the latter also had additional problems and still has its own ticket therefore), I checked the OnReset events on all trap scripts for errors.

Result: they all do superfluous stuff that does not need to run in an OnReset event, and some of the stuff they are doing fails with an error every single time!

(1) They reset the destruction state of the trap in that event. Though, when this event fires, the cell has reset already and all objects have been reset to the state they had when they were placed in the editor. Unless the trap starts ‘broken’ (but this is never the case), there is no need for doing this.
(2) They play the ‘Reset’ animation. This is used to reset the object to its starting state (i.e. the state it has in the editor) and always fails with an error when called from the OnReset event.
(3) All trap scripts that do no extend TrapBase call for another Reset in their OnReset events, i.e. they create infinite reset loops on their own.

Issue (3) leads to several explots, since the grenade and weapon traps that trigger when a tripwire breaks will reset on every reload. This means that you can harvest plenty of xP (from disarming the traps), grenades and leveled weapons without having to fight anyone.

EDIT: List of all affected scripts:

TrapBarnacle
TrapBase
TrapBreakableWalkway
TrapCanChimes
TrapExplGas
TrapGun
TrapMonkeyTriggerScript
TrapThistleScript
TrapTrigPlate
TrapTrigTension
TrapTripwire

DLC02
DLC02TrapSpikes

22194March 22 2017QuestsUnofficial Fallout 4 PatchBodies do not disappear after gunner atack at atom cats...AllFix PendingLowVery Low Task Description

after the gunner attack on atom cats garage during the atom cats questline, the dead bodies of the gunners stay in the map forever

when trying to enter “disable” on the console, it returns the following:

disable is being called on reference " (0005690B) even though it has enable state parent " (00119B0D). This is not valid behaviour and will be ignored

EDIT: It’s actually a quest issue. DN054 enables the gunners via an enebale parent, but never disbles them in the aftermath.

22193March 21 2017ActorsUnofficial Fallout 4 PatchDialogue with Deacon after Railroad endingWindows PCNewLowVery Low Task Description

When talking to Deacon after the railroad ending, he will comment about the destroying of the institute and etc, problem is he usually walks away mid conversation, leaving the dialgue impossible to be completed.

22192March 21 2017Settlements & WorkshopsUnofficial Fallout 4 PatchRobot Workbench only displaying legs when modding ADAWindows PCNewHighVery Low Task Description

As part of the DLC, one needs to install a special mod in ADA using a robot workbench. Problem is, when selecting ADA to be modified, the only option shown in the workbench menu is “Legs”

Sometimes shooting ADA, using a robot repair kit and then activating the workbench fixes the issue.

Here’s a video of the bug in the said “fix”

https://www.youtube.com/watch?v=NrMHySTUMmw

22191March 21 2017ActorsUnofficial Fallout 4 PatchRandom encounters after finishing automatronWindows PCNewHighVery Low Task Description

after finishing automatron, all the random encounters seems to be replaced by rust devils patrols

plus, all the loading screens (while fast traveling in the commonwealth, not far harbor or nuka world) are displaying things related to automatron

I’m sure some rust devils patrols are to be added to the random encounters, and some loading screens displaying things related to the robot workbench, but certainly NOT all time

22190March 21 2017QuestsUnofficial Fallout 4 PatchDLC01RETravelSC02 - properties cannot be boundAllFix PendingSclerocephalusLowMedium Task Description

[03/21/2017 - 04:40:36PM] error: Property Alias_MechBot04 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (24) on quest DLC01RETravelSC02 (01010977) is not the right type
[03/21/2017 - 04:40:36PM] error: Property Alias_RoboRaider04 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (18) on quest DLC01RETravelSC02 (01010977) is not the right type
[03/21/2017 - 04:40:36PM] error: Property Alias_MechBot01 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (21) on quest DLC01RETravelSC02 (01010977) is not the right type
[03/21/2017 - 04:40:36PM] error: Property Alias_RoboRaider03 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (19) on quest DLC01RETravelSC02 (01010977) is not the right type
[03/21/2017 - 04:40:36PM] error: Property Alias_MechBot02 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (22) on quest DLC01RETravelSC02 (01010977) is not the right type
[03/21/2017 - 04:40:36PM] error: Property Alias_MechBot03 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (23) on quest DLC01RETravelSC02 (01010977) is not the right type

22189March 21 2017PapyrusUnofficial Fallout 4 PatchFollowersScript - Issue with handling of SAS triggers a...AllFix PendingSclerocephalusLowMedium Task Description

SAS triggers and SAE clutter triggers are used to toggle location and encounter specific follower dialogue. Whenever the player enters or leaves one of those triggers, the events that fire on the trigger scripts call the HandleMessageFromSASTrigger/HandleMessageFromSAEClutterTrigger functions on FollowersScript for further processing.

At some point in my game, this stopped working entirely. There were no comments from followers anymore and said functions threw ‘none’ errors on the papyrus log.

What the functions do is to add the trigger’s ref to a formlist when the player enters a trigger and to remove it when he leaves. It then checks whether the list is empty, and if not, gets the trigger from the first list position, reads a specific keyword from the trigger script and conditions the follower dialogue accodingly.

Debugging has shown that the first entry in the list was ‘none’ when the functions had stopped working. This is actually surprising because one cannot add a ‘none’ to a formlist (neither in the CK nor via script commands). It is not entirely unknown behavior though: this issue is already known from Skyrim papyrus, and it is a side effect of storing references in a formlist (NB: storing references in a formlist is generally not a good idea; arrays should be used instead). When the player leaves the cell in which the reference is persistent, the entry stored in a formlist will turn into a ‘none’, and it turns back into the valid ref if the player returns to that cell (presumably, Beth implemented it in that way to prevent references from becoming persistent if they are stored in a formlist).

Thus, what probably happened here is that the OnTriggerLeave event was processed with some delay and the reference was already ‘none’ when FollowersScript was called, so it couldn’t find it when it was told to remove it from the formlist. This should be relatively likely to occur when fast travelling while standing inside one of those triggers. Anyway, if it happens, the functions on FollowersScript will stop working forever. This is because the vanilla script does not expect that there may be a ‘none’ in the formlists, and it has no code to handle this.

To fix this, I added loops to both functions that run through the lists to find the first entry that is not ‘none’ (instead of always trying to process the first entry, irrespective of whether it was valid or not, as the vanilla script did it). Also, the script will now consider the lists as empty if they only contain ‘none’ entries.

22187March 21 2017PapyrusUnofficial Skyrim Legendary Edition PatchButterflies impossible to shoot with a bowAllConfirmedzZz1LowVery Low Task Description

Butterflies are impossible to shoot from a bow. In the original game it was possible to do. Why was this changed?

22180March 21 2017ItemsUnofficial Skyrim Legendary Edition PatchAuriel's bow after using Clear Sky doesn't stay after f...Windows PCNeeds User FeedbackLowVery Low Task Description

Using Auriel’s bow bloodcursed arrows after using clear sky (to see where the sun is) makes the sun only temporary red until the character fast-travels/waits. I have seen this issue reported before and apparently fixed but I had this issue in my modded playthrough and tried it in a new clean save and it persisted. I have attached the clean save.

22179March 20 2017LocationsUnofficial Fallout 4 PatchCroup Manor navmesh issuesAllNewSclerocephalusLowMedium Task Description

Something is wrong with the navmesh inside the house. Settlers are always crowding on the ground floor and never go upstairs.

22178March 20 2017PapyrusUnofficial Fallout 4 PatchADV010BossEncounterScript - Actor is dead, cannot start...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 01:29:35PM] error: (030104AF): Actor is dead, cannot start combat.
stack:

[ (030104AF)].Actor.StartCombat() - "<native>" Line ?
[ (030104AD)].DLC03:ADV010BossEncounterScript.OnActivate() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\ADV010BossEncounterScript.psc" Line 29

[03/20/2017 - 01:29:35PM] error: (030104B0): Actor is dead, cannot start combat.
stack:

[ (030104B0)].SuperMutantSuiciderScript.StartCombat() - "<native>" Line ?
[ (030104AD)].DLC03:ADV010BossEncounterScript.OnActivate() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\ADV010BossEncounterScript.psc" Line 30

Sanity checks missing (no pun intended).

22177March 20 2017QuestsUnofficial Fallout 4 PatchQF_AO_Companion_LoiterSearch_000F4AC3 - property cannot...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 01:40:51PM] warning: Property AO_Companion_AlreadySearched on script Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3 attached to AO_Companion_LoiterSearch (000F4AC3) cannot be initialized because the script no longer contains that property

22176March 20 2017PapyrusUnofficial Fallout 4 PatchDN080_SirenActivator - none errors etc.AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 02:11:48PM] error: Cannot register for an event from a None object
stack:

[ (001B3198)].DN080_SirenActivator.RegisterForRemoteEvent() - "<native>" Line ?
[ (001B3198)].DN080_SirenActivator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN080_SirenActivator.psc" Line 53

[03/20/2017 - 02:11:48PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (001B319A)].DN080_SirenActivator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN080_SirenActivator.psc" Line 66

[03/20/2017 - 02:11:48PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (001B3198)].DN080_SirenActivator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN080_SirenActivator.psc" Line 66

There are two problems here:
(1) The Onload() event may try to stop a sound that was never played. Sanity check is missing.
(2) The script runs on two refs, the siren master and the siren. The siren should not be running it at all: it can’t do anything because the siren is missing all linked references, so what it actually does is to waste performance and throw errors.

22175March 20 2017QuestsUnofficial Fallout 4 PatchBoSM01: SF_BoSM01_Brandis_110_000B33CA - property canno...AllInvestigatingSclerocephalusLowMedium Task Description

[03/20/2017 - 02:26:32PM] error: Property BoSM01_DanseStage150CMP_Exit on script Fragments:Scenes:SF_BoSM01_Brandis_110_000B33CA attached to (000B33CA) cannot be bound because (000BA3D9) is not the right type

The owning quest is BoSM01.

22174March 20 2017QuestsUnofficial Fallout 4 PatchQF_DLC03RESceneKMK02_0104B65D - properties cannot be bo...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 01:50:41PM] error: Property Alias_Molerat03 on script DLC03:Fragments:Quests:QF_DLC03RESceneKMK02_0104B65D attached to DLC03RESceneKMK02 (0304B65D) cannot be bound because <nullptr alias> (40) on quest DLC03RESceneKMK02 (0304B65D) is not the right type
[03/20/2017 - 01:50:41PM] error: Property Alias_Molerat02 on script DLC03:Fragments:Quests:QF_DLC03RESceneKMK02_0104B65D attached to DLC03RESceneKMK02 (0304B65D) cannot be bound because <nullptr alias> (39) on quest DLC03RESceneKMK02 (0304B65D) is not the right type

This quest is supposed to set up an ambush with one angler. It was apparently templated on another ambush quest with up to three molerats (thus, the angler alias is still named Alias_Molerat01), and the aliases Alias_Molerat02 and Alias_Molerat03 have been removed. However, the quest script was never updated and therefore is still trying to access the non-existing aliases.

I modified the quest script (commented out the lines that try to enable the non-existing actors that were never filled in the non-existing aliases) and removed the two alias properties.

22173March 20 2017PapyrusUnofficial Fallout 4 PatchFeralGhoulGlowingFXSCRIPT - Actor did not have a valid ...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 02:06:52PM] error: (001F72CD): Actor did not have a valid Animation Graph Manager.
stack:

[ (001F72CD)].MasterAmbushActorScript.SetSubGraphFloatVariable() - "<native>" Line ?
[Active effect 2 on  (001F72CD)].FeralGhoulGlowingFXSCRIPT.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\FeralGhoulGlowingFXSCRIPT.psc" Line 59

This happened when a glowing feral ghoul was gooified with a plasma gun. It probably also happens upon disintegration with a laser. In those cases, the engine disables the actor and places a goo blob/ash pile instead, so the actor is likely not loaded anymore when the OnDeath event tries to do animation-related stuff. A 3D check should fix it.

22172March 20 2017QuestsUnofficial Fallout 4 PatchQF_GhoulishPerkManager_001D33DA - property cannot be bo...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 10:02:37AM] error: Property Alias_Vultures on script Fragments:Quests:QF_GhoulishPerkManager_001D33DA attached to GhoulishPerkManager (001D33DA) cannot be bound because <nullptr alias> (10) on quest GhoulishPerkManager (001D33DA) is not the right type

22171March 19 2017PapyrusUnofficial Fallout 4 PatchDialogueBunkerHillScript issueAllFix PendingSclerocephalusLowMedium Task Description

This script reacts to an OnLocationChange event sent by the player and may then start the CaravanBH01 quest to move one of the caravans to the shopping stand at Bunker Hill.

Unfortunately, when the player leaves workshop mode while he already is at Bunker Hill, this is interpreted as the player just having arrived at Bunker Hill. The script then starts a new instance of CaravanBH01 that runs with empty aliases (why the aliases are all empty is not yet clear). As a result, you may get a wall of errors on the log every time you leave workshop mode at Bunker Hill:

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 19

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 20

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 21

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 22

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 19

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 20

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 21

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 22

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 27

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 28

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 29

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 30

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 27

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 28

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 29

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 30
22170March 19 2017QuestsUnofficial Fallout 4 PatchREObjectRJ03 (Mac's Bar) - Cleanup issuesAllFix PendingSclerocephalusLowMedium Task Description

Before going into the details, I would like to add a general note on that quest here, since people frequently complain that this quest is not repeating properly:

This quest was never intended to repeat more than a couple of times, and it will dry up completely in relatively early stages of the game. This is because it is an object type encounter (the quest name indicates this): the REObject triggers that start those encounters are not rearmed. There is a script note on the stop stage of all REObject quest that makes it very clear that this behavior was intended, and we didn’t change this when we fixed the RE quests in UFO4P 2.0.0.

Simply speaking, the game is not using the object encounter locations more than once. Though, which quests will be triggered at those locations is entirely random (it can be any of the REObject quests). Thus, if you’re lucky, Mac will show up in your game on several occasions, but in the worst case, he may not show up in your game at all.

What’s wrong with that quest is the cleanup: Mac will be removed by the engine as soon as the quest shuts down and the aliases are cleared (he’s created at runtime, and like all actors that were created at runtime, he will be cleaned up by the engine rather quickly). Not so his bar stand though, since in game created objects will not be removed until the cell resets (and this may take a long time to happen).

To fix this, I added some lines to the end fragment to delete the bar and the furniture marker when the quest shuts down.

NOTE: This is not retroactive, because there is no way to track the offending references for quests that have already stopped running.

22168March 19 2017Placed ReferencesAlternate Start - Live Another LifeVigilant barrels not owned by playerAllNewRobert MorleyLowVery Low Task Description

In the Vigilants of Stendarr start, taking from the various barrels in the hall is considered stealing.

22164March 18 2017ActorsUnofficial Fallout 4 PatchOngoing problems with mirelurk skinsAllFix PendingSclerocephalusLowMedium Task Description

The problems are all related to MirelurkAmbushArtScript which has been conceived to equip FX skins for regular mirelurks. Only for those (i.e. for MirelurkRace actors) it works as intended, but mirelurk hunters, mirelurk kings and mirelurk queens are running this script as well, which leads to various issues:

(1) The script expects that the skins to be equipped by an actor are in a formlist that is specified by the MirelurkAmbushArmorFL property.
(2) The script also expects that the skins are in specific positions in that formlist:
The script evaluates the ambush type by checking several keywords that may or may not exist on the ambush furniture that is linked to all actors running this script. The keyword defines the ambush type, and there should be a matching skin for every type of ambush. The script assigns a number (the ‘armor index’) to each keyword and then expects to find the skin to be equipped at the corresponding formlist position.
(3) The script runs only on leveled actors. Simply speaking, the engine creates an actor from the leveled list and then attaches the script to that actor. Needless to say that the script stops working if there are leveled lists that create mirelukrs of mixed races (because the script needs a race-specific formlist to be passed in).

Unfortunately, there is at least one leveled actor list in the game that creates mirelurks of various races. Thus, the only way to mkae sure that the script always works as intended was to check the actor’s race on the script and then select the proper formlist depending on the outcome. This required the addition of new race and formlist properties (I flagged them as ‘const’, so the values will not be stored in the save).

Now to the formlists for the various races:
(1) Mirelurk queens: there are no FX skins existing for mirelurk queens, so there’s nothing to equip (and mirelurk queens shouldn’t have been configured to run this script at all). I added a check to the script to bail out if the actor’s race is not MirelurkRace, MirelurkHunterRace or MirelurkKingRace.
(2) Mirelurk hunters (aka RADLobsters): The armor formlist for mirelurk hunters was missing from the game but the skins did exist. This has been fixed already in UFO4P 2.0.0 (Bug #20566).
(3) Mirelurk kings: There is an armor formlist existing in the game but it was not properly processed by the script because it had the skins in the wrong positions.

22163March 18 2017ActorsUnofficial Fallout 4 PatchDeacon's disguise swap routine should be suspended when...AllFix PendingMadCat221LowMedium Task Description

When Deacon is in power armor, his disguise swap routine seems to make the entire power armor suit strip down to the bare frame sometimes. To correct, I think the script functionalities that govern that should be suspended while he’s in the suit.

EDIT: This is handled by an OnLocationChange event on COMDeaconScript. That event unequips his current armor and equips a new one. If he’s in power armor however, the armor that is unequipped are the power armor parts (instead of what he’s wearing under the power armor).

Simple fix:
Add a check to that event like so:

	if akSender == Game.GetPlayer() && bCanSwapDisguises
 
		Debug.Trace("COMDeacon has detected the player has moved.")
 
		;UFO4P 2.x Bug #22163. suspend this while he's in power armor (otherwise, this function will unequip his power armor parts):
		if Deacon.GetActorReference().IsInPowerArmor() == true
			return
		endif
22158March 17 2017QuestsUnofficial Fallout 4 PatchDLC04_RQ_Manager - properties cannot be initializedAllFix PendingSclerocephalusLowMedium Task Description

[03/17/2017 - 07:32:24PM] warning: Property MinutemenFaction on script dlc04:dlc04_rq_managerscript attached to DLC04_RQ_Manager (06017F47) cannot be initialized because the script no longer contains that property
[03/17/2017 - 07:32:24PM] warning: Property BoSPrydwenArrived on script dlc04:dlc04_rq_managerscript attached to DLC04_RQ_Manager (06017F47) cannot be initialized because the script no longer contains that property
[03/17/2017 - 07:32:24PM] warning: Property BrotherhoodOfSteelFaction on script dlc04:dlc04_rq_managerscript attached to DLC04_RQ_Manager (06017F47) cannot be initialized because the script no longer contains that property
[03/17/2017 - 07:32:24PM] warning: Property MinutemenCentralQuest on script dlc04:dlc04_rq_managerscript attached to DLC04_RQ_Manager (06017F47) cannot be initialized because the script no longer contains that property

22153March 17 2017QuestsUnofficial Fallout 4 PatchDLC03WorkshopRadiantOwned03 - unknown quest objectiveAllConfirmedSclerocephalusLowMedium Task Description

[03/17/2017 - 03:50:19PM] error: DLC03WorkshopRadiantOwned03 (03039953): unknown quest objective 20.
stack:

[DLC03WorkshopRadiantOwned03 (03039953)].DLC03:Fragments:Quests:QF_DLC03WorkshopRadiantOwned_01039953.SetObjectiveCompleted() - "<native>" Line ?
[DLC03WorkshopRadiantOwned03 (03039953)].DLC03:Fragments:Quests:QF_DLC03WorkshopRadiantOwned_01039953.Fragment_Stage_0150_Item_00() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\Fragments\Quests\QF_DLC03WorkshopRadiantOwned_01039953.psc" Line 138
22150March 17 2017TerminalsUnofficial Fallout 4 PatchSeveral security terminals lack tapedrives, rendering t...AllFix PendingMadCat221LowMedium Task Description

A number of computer terminals have no holotape drives, rendering the Total Hack holotapes useless in tampering with the security devices (Protectrons, searchlights, turrets) attached to it.

So far, the following have been identified:

* Curator Given’s terminal in the Boston Public Library controlling some turrets and protectrons (TERM:00100D9B)
* A terminal in HalluciGen controlling a pair of Protectrons (TERM:000AF8BB)
* The sergeant’s terminal in BADTFL controlling a turret (the one over the lockup pinning down raiders) (TERM:000FEBAD)
* Two identical terminals at Hub City Auto Wreckers, the Gunner compound to the north of Finch Farm, that also control the bridge crane thing (TERM:00124266)
* A terminal right past the decon arch hallway at Med Tek controlling a pair of turrets (TERM:00100D50)
* The cell block control terminal in the Med Tek basement (TERM:00100EBB)
* A wall terminal right next to (and locking) the basement lab in Med Tek Labs (TERM:00101A86)
* A terminal inside the Boston Police Rationing Site warehouse with an attached protectron (TERM:00099DBB)

* DN151_ExteriorTerminal “Grounds Terminal” [TERM:00129F9B] Controls a single spotlight on the exterior of Weston Water Treatment Plant. Missing keyword linkage to second spotlight also fixed.
* DN151_TerminalFacilities “Facilities Terminal” [TERM:0019DFBD] controlling ten(!) wall turrets inside the Weston Water Treatment Plant
* DN028_LightsTerminal “Terminal” [TERM:0019A7A7] Used twice in D.B. Technical High School, once to control a turret and another to control a spotlight.
* DN059_CollegeSquareStationProtectronWallTerminal “Security Terminal” [TERM:001073B9] Used twice in the College Square metro to control the same two Protectrons.

* ADV08_Vim_Terminal_BrewingProtectron “Vim Brewing Terminal” [TERM:03027010] Used in the Vim! Pop Factory in Far Harbor DLC, controls a Protectron.

In the CK, simply checking “Has Holodisk” on the Terminal form objects in question and leaving the selection dropdown blank appears to make a terminal have an empty holodisk drive (as opposed to no holodisk drive). A recent developer release of FO4Edit available on the xEdit GitHub repository properly identifies the subrecord now as well. Null means no holodrive, 0 means empty holodrive, 1 means full holodrive (which also unlocks a referred item subrecord below it).

22148March 16 2017PapyrusUnofficial Fallout 4 PatchQF_REChokepointSC06_FactionM_001B06C3 - cannot access a...AllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 10:05:50AM] error: Cannot access an element of a None array
stack:

[REChokepointSC06_FactionMMDefenders (001B06C3)].rescript.UpdateDeadCountGroupSize() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\REScript.psc" Line 446
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 117
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15

[03/12/2017 - 10:05:50AM] error: Cannot access a variable of a None struct
stack:

[REChokepointSC06_FactionMMDefenders (001B06C3)].rescript.UpdateDeadCountGroupSize() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\REScript.psc" Line 446
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 117
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15

This is a relatively frequent error thrown by all RE quests that (1) do not use all of the actors filled in the aliases at quest start, and (2) do not track the death counts of individual actor groups.

These two functionalities are not dependent on each other. Nonetheless, the vanilla scripts are not conceived to handle quests that are configured in this specific manner. If they are not using all of the available actors, they are running REAssaultSC_FactionScript in addition to REScript. REAssaultSC_FactionScript reduces the actor count to a random number, clears the aliases of all excess actors and deletes them. Subsequently, it calls a function on REScript to update the actor group sizes in the DeathCountGroups array. This array however is not even initialized (i.e. it doesn’t exist) on quests that do not track death counts. REAssaultSC_FactionScript does not check whether the quest is actually using that functionality before it calls REScript. In fact, it can’t check it because there is no property nor variable on that script to tell it.

To fix this, I added a check to the offending function on REScript to skip the code if the DeathCountGroups is not initialized.

22144March 15 2017PapyrusUnofficial Fallout 4 PatchREChokepointTriggerScript tries to set stages on wrong ...AllFix PendingSclerocephalusLowMedium Task Description

As a result, various chokepoint RE quests frequently throw an ‘attepmted to start an event scoped quest outside of story manager’ error. There’s nothing wrong wit those quests though (at least not in relation to this particular error): those errors are all caused by the same bug in REChokepointTriggerScript.

I’ll close all tickets that reported this error for individual quests and mark them as a duplicate of this one.

REChokepointTriggerScript extends RETriggerScript; it only contains an override for the OnTriggerEnter() event (note that this will fire irrespective of the state RETriggerScript is in):

Scriptname REChokepointTriggerScript extends RETriggerScript
Event OnTriggerEnter(ObjectReference akActionRef)
	if (akActionRef == Game.GetPlayer())
		myQuest.SetStage(11)
	EndIf
	Parent.OnTriggerEnter(akActionRef)
EndEvent

All it’s supposed to do is to set stage 11 on the current RE quest when the player enters the trigger. To understand the implications, one has to know that all chokepoint triggers are preconfigured to fire on load. That is, when RETriggerScript runs on a chokepoint trigger, it will start a quest from its OnLoad event and skip its OnTrigger event. This is all on the parent script (i.e. on RETriggerScript):

Auto State On
	Event OnTriggerEnter(ObjectReference akActionRef)
		if TriggerOnLoad == true || akActionRef != Game.GetPlayer()
			return
		EndIf
		debug.OpenUserLog(UFO4P_RELog)
		debug.traceuser(UFO4P_RELog, self + " State = On: OnTriggerEnter: Calling StartEncounter ...")
		StartEncounter()
	EndEvent
 
	Event OnCellLoad()
		debug.OpenUserLog(UFO4P_RELog)
		if TriggerOnLoad
			debug.traceuser(UFO4P_RELog, self + " State = On: OnCellLoad: Calling StartEncounter ...")
			StartEncounter()
		EndIf
	EndEvent
endState

There are two problems here:
(1) The StartEncounter function does not always start a quest. Some triggers have a cool down timer running to prevent another quest from being started within too short a period of time. The REChokepointTriggerScript doesn’t know about this, and when the event fires, it sets stage 11 on myQuest - which then however is the last quest started by this trigger.
(2) The myQuest property may not hold the current quest. When an RE quest is started, it runs a startup procedure, and when this code has finished running, it calls the QuestStarted function on RETriggerScript to write the current quest in the myQuest property. Up to this point therefore, myQuest is not the current quest but the quest that was previously started by the trigger.

REChokepointTriggerScript doesn’t know whether it sets the stage on the correct quest because it doesn’t check this. Thus, it may try to set the stage on a quest that is not running anymore and an error will be thrown. Moreover though, stage 11 on the correct quest may never be set and as a result, the chokepoint quest may not work as intended (what usually happens is that the actors are just standing there instead of walking to the player and forcegreet him).

22143March 15 2017PapyrusUnofficial Fallout 4 Patchdlc03:fogcondenserfurniturescript - cannot currently pr...Windows PCFix PendingSclerocephalusLowLow Task Description

A very frequent error while on the island:

[03/15/2017 - 01:01:29PM] error: (03049BAE): the animation graph (StagesCycle) cannot currently process event “Stage1”.
stack:

[ (03049BAE)].dlc03:fogcondenserfurniturescript.PlayAnimation() - "<native>" Line ?
[ (03049BAE)].dlc03:fogcondenserfurniturescript.CheckAnimationState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 53
[ (03049BAE)].dlc03:fogcondenserfurniturescript.CheckRepairedState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 46
[ (03049BAE)].dlc03:fogcondenserfurniturescript.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 8

[03/15/2017 - 01:01:29PM] error: (0304FD41): the animation graph (StagesCycle) cannot currently process event “Stage1”.
stack:

[ (0304FD41)].dlc03:fogcondenserfurniturescript.PlayAnimation() - "<native>" Line ?
[ (0304FD41)].dlc03:fogcondenserfurniturescript.CheckAnimationState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 53
[ (0304FD41)].dlc03:fogcondenserfurniturescript.CheckRepairedState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 46
[ (0304FD41)].dlc03:fogcondenserfurniturescript.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 8

[03/15/2017 - 01:01:29PM] error: (03049BB0): the animation graph (StagesCycle) cannot currently process event “Stage1”.
stack:

[ (03049BB0)].dlc03:fogcondenserfurniturescript.PlayAnimation() - "<native>" Line ?
[ (03049BB0)].dlc03:fogcondenserfurniturescript.CheckAnimationState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 53
[ (03049BB0)].dlc03:fogcondenserfurniturescript.CheckRepairedState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 46
[ (03049BB0)].dlc03:fogcondenserfurniturescript.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 8

[03/15/2017 - 01:01:29PM] error: (03049BB4): the animation graph (StagesCycle) cannot currently process event “Stage1”.
stack:

[ (03049BB4)].dlc03:fogcondenserfurniturescript.PlayAnimation() - "<native>" Line ?
[ (03049BB4)].dlc03:fogcondenserfurniturescript.CheckAnimationState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 53
[ (03049BB4)].dlc03:fogcondenserfurniturescript.CheckRepairedState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 46
[ (03049BB4)].dlc03:fogcondenserfurniturescript.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 8

[03/15/2017 - 01:01:29PM] error: (0304FD43): the animation graph (StagesCycle) cannot currently process event “Stage1”.
stack:

[ (0304FD43)].dlc03:fogcondenserfurniturescript.PlayAnimation() - "<native>" Line ?
[ (0304FD43)].dlc03:fogcondenserfurniturescript.CheckAnimationState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 53
[ (0304FD43)].dlc03:fogcondenserfurniturescript.CheckRepairedState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 46
[ (0304FD43)].dlc03:fogcondenserfurniturescript.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 8
22141March 15 2017QuestsUnofficial Fallout 4 PatchQF_RESceneRJ02_001ABE43 - properties cannot be initiali...AllFix PendingSclerocephalusLowMedium Task Description

[03/14/2017 - 12:53:59PM] warning: Property Alias_Enemy01 on script Fragments:Quests:QF_RESceneRJ02_001ABE43 attached to RESceneRJ02 (001ABE43) cannot be initialized because the script no longer contains that property
[03/14/2017 - 12:53:59PM] warning: Property Alias_Enemy02 on script Fragments:Quests:QF_RESceneRJ02_001ABE43 attached to RESceneRJ02 (001ABE43) cannot be initialized because the script no longer contains that property

22138March 13 2017QuestsUnofficial Skyrim Legendary Edition PatchTalen-Jei's conflicting dialogueAllConfirmedDwarfmpLowVery Low Task Description

This may not exactly be a bug, but I do find it... an odd situation, and I would want to shed some light on it in case you agree it could be changed.

Talen-Jei has a miscellaneous quest to gather for him some gems for his wedding band, after which he becomes your friend and may greet you as such, usually the first time you talk to him as you enter the cell.

However, he’s also involved in the Thieves’ Guild extortion quest, and will after this greet you with: “You have some nerve coming back here after what you did to Keerava.”, which he usually says the second time you greet him as you enter the cell, should this occur. More importantly, he will say goodbye with: “Just get out of here.” Which mostly results in him greeting you as a friend and then saying goodbye as if he doesn’t like you.

My suggestion would be to add a condition to those post-TG greetings to check if your relationship status is below 1. Would assume helping him with his wedding band would weigh more into his disposition towards you than extorting his fiancée (I find his dialogue regarding it to support this). Either way, having it both ways seems a bit strange to me.

22133March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC03_V118_ClueTracker_01037C98 - propeties cannot b...AllNewSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property Alias_CF_V118 on script DLC03:Fragments:Quests:QF_DLC03_V118_ClueTracker_01037C98 attached to DLC03_V118_ClueTracker (03037C98) cannot be bound because <nullptr alias> (14) on quest DLC03_V118_ClueTracker (03037C98) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC03_V118_SantiagoPaintClueRef on script DLC03:Fragments:Quests:QF_DLC03_V118_ClueTracker_01037C98 attached to DLC03_V118_ClueTracker (03037C98) cannot be bound because <nullptr form> (0304974E) is not the right type

22132March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC04MQ00_01000800 - properties cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property Alias_ControlTerminalPassword on script DLC04:Fragments:Quests:QF_DLC04MQ00_01000800 attached to DLC04MQ00 (06000800) cannot be bound because <nullptr alias> (12) on quest DLC04MQ00 (06000800) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC04MQ00HarveyHighlightingEnableMarker on script DLC04:Fragments:Quests:QF_DLC04MQ00_01000800 attached to DLC04MQ00 (06000800) cannot be bound because <nullptr form> (06023E27) is not the right type

22131March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC04MasterQuest_0100A520 - properties cannot be bou...AllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property NUK016TraderFaction on script DLC04:Fragments:Quests:QF_DLC04MasterQuest_0100A520 attached to DLC04MasterQuest (0600A520) cannot be bound because <nullptr form> (0600D879) is not the right type
[03/11/2017 - 01:59:43PM] error: Property Alias_DLC04RaiderOverboss on script DLC04:Fragments:Quests:QF_DLC04MasterQuest_0100A520 attached to DLC04MasterQuest (0600A520) cannot be bound because <nullptr alias> (1) on quest DLC04MasterQuest (0600A520) is not the right type

22130March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC03MQ02_01001B40 - property cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property pMQ02M07StartMarker on script DLC03:Fragments:Quests:QF_DLC03MQ02_01001B40 attached to DLC03MQ02 (03001B40) cannot be bound because <nullptr form> (0301A218) is not the right type

22129March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC01MasterQuest_010008BA - properties cannot be bou...AllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property DLC01LairCC_MechanistArmorSpawnPoint on script DLC01:Fragments:Quests:QF_DLC01MasterQuest_010008BA attached to DLC01MasterQuest (010008BA) cannot be bound because <nullptr form> (01009A4E) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC01LairCC_MechanistHelmetSpawnPoint on script DLC01:Fragments:Quests:QF_DLC01MasterQuest_010008BA attached to DLC01MasterQuest (010008BA) cannot be bound because <nullptr form> (01009A4F) is not the right type

22128March 13 2017QuestsUnofficial Fallout 4 PatchDLC03MQ02 - array index out of range errorsAllNewSclerocephalusLowMedium Task Description

[03/12/2017 - 12:40:21PM] error: Array index 14 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11

[03/12/2017 - 12:40:22PM] error: Array index 15 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11

[03/12/2017 - 12:40:47PM] error: Array index 16 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11

[03/12/2017 - 12:41:17PM] error: Array index 17 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11
22127March 13 2017ItemsUnofficial Fallout 4 PatchTrapFlamethrower is missing a value for the WorkshopNoR...AllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 11:00:28AM] error: Cannot add a None keyword to a reference
stack:

[ (0100C307)].TrapFlamethrower.AddKeyword() - "<native>" Line ?
[ (0100C307)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 169
[ (0100C307)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

[03/12/2017 - 11:00:28AM] error: Cannot add a None keyword to a reference
stack:

[ (0100C306)].TrapFlamethrower.AddKeyword() - "<native>" Line ?
[ (0100C306)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 169
[ (0100C306)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

[03/12/2017 - 11:00:41AM] error: Cannot remove a None keyword
stack:

[ (0100C307)].TrapFlamethrower.RemoveKeyword() - "<native>" Line ?
[ (0100C307)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 182
[ (0100C307)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

[03/12/2017 - 11:00:41AM] error: Cannot remove a None keyword
stack:

[ (0100C306)].TrapFlamethrower.RemoveKeyword() - "<native>" Line ?
[ (0100C306)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 182
[ (0100C306)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

TrapFlamethrower is the non-workshop flamethrower version (so it is somewhat understandable why this property was not inialized) but it runs the same script as the workshop version, and the script has not been conceived to discern workshop and non-workshop objects.

Note that the actual error occurs on the TrapBase script which the TrapFlamethrower script extends. While I could add a check for the keyword being none, setting this keyword on the scripts of non-workshop trap object versions has no unwanted side effects and is therefore a better solution than a script modification without actual need.

EDIT: More with the same problem (all of them fixed for this ticket too):
- TrapIEDCigarCarton
- DLC04Gauntlet_TrapIEDCigarCarton
- TrapElectricalArc

22126March 13 2017PapyrusUnofficial Fallout 4 PatchDLC03_TentBedActivatorScript - Cannot call DisableNoWai...AllFix PendingSclerocephalusLowLow Task Description

[03/12/2017 - 12:36:19PM] error: Cannot call DisableNoWait() on a None object, aborting function call
stack:

[ (0304F31C)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 26

[03/12/2017 - 12:36:19PM] error: Cannot call Delete() on a None object, aborting function call
stack:

[ (0304F31C)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 27

[03/12/2017 - 12:39:16PM] error: Cannot call DisableNoWait() on a None object, aborting function call
stack:

[ (0304F2B4)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 26

[03/12/2017 - 12:39:16PM] error: Cannot call DisableNoWait() on a None object, aborting function call
stack:

[ (0304F2B7)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 26

[03/12/2017 - 12:39:16PM] error: Cannot call Delete() on a None object, aborting function call
stack:

[ (0304F2B7)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 27

[03/12/2017 - 12:39:16PM] error: Cannot call Delete() on a None object, aborting function call
stack:

[ (0304F2B4)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 27
22125March 13 2017PapyrusUnofficial Fallout 4 PatchDLC03:TrapBear - repeating errorsAllFix PendingSclerocephalusLowMedium Task Description

A very frequent error on the log when you are on the island. Always several errors in no particular sequence:

[03/12/2017 - 12:24:49PM] error: (0302E146): does not have a node named ‘REF_ATTACH_NODE’.
stack:

[ (0302E146)].DLC03:TrapBear.PlaceAtNode() - "<native>" Line ?
[ (0302E146)].DLC03:TrapBear.OnCellAttach() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 46

[03/12/2017 - 12:24:49PM] error: (0302E141): does not have a node named ‘REF_ATTACH_NODE’.
stack:

[ (0302E141)].DLC03:TrapBear.PlaceAtNode() - "<native>" Line ?
[ (0302E141)].DLC03:TrapBear.OnCellAttach() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 46

[03/12/2017 - 12:24:59PM] error: Cannot register for an event from a None object
stack:

[ (0302E145)].DLC03:TrapBear.RegisterForRemoteEvent() - "<native>" Line ?
[ (0302E145)].DLC03:TrapBear.Open.OnBeginState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 113
[ (0302E145)].DLC03:TrapBear.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0302E145)].DLC03:TrapBear.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 36

[03/12/2017 - 12:24:59PM] error: Cannot register for an event from a None object
stack:

[ (0302E147)].DLC03:TrapBear.RegisterForRemoteEvent() - "<native>" Line ?
[ (0302E147)].DLC03:TrapBear.Open.OnBeginState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 113
[ (0302E147)].DLC03:TrapBear.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0302E147)].DLC03:TrapBear.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 36

[03/12/2017 - 12:24:59PM] error: Cannot register for an event from a None object
stack:

[ (0302E142)].DLC03:TrapBear.RegisterForRemoteEvent() - "<native>" Line ?
[ (0302E142)].DLC03:TrapBear.Open.OnBeginState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 113
[ (0302E142)].DLC03:TrapBear.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0302E142)].DLC03:TrapBear.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 36

Sadly, this is another mess of a script:

(1) The ‘does not have a node named ‘REF_ATTACH_NODE’ arror is a bogus error, because the ref in question (always the trap itself) has this node (I checked the mesh). This is actually nothing else than a disguised 3D error because the offending line is in an OnCellAttach() event where chances are hight that the ref has not loaded yet:

event onCellAttach()

debug.Trace(self + ": onCellAttach")

;RegisterForRemoteEvent(MyTrigger, "OnTriggerEnter")
if GetState() == "Open"
	MyTrigger = PlaceAtNode("REF_ATTACH_NODE", DLC03BearTrapTrigger, aiCount = 1, abForcePersist = false, abInitiallyDisabled = false, abDeleteWhenAble = true, abAttach = true)
	hitBase.goToState("CanHit")
endif

EndEvent

If the node is not found, no trigger is created. This explains all of the subsequent errors which occur because MyTrigger is ‘none’.

Adding a WaitFor3DLoad check here will cause a conflict with the OnLoad event though:

event onLoad()

debug.Trace(self + ": onLoad")
hitBase = (self as objectReference) as DLC03:DLC03TrapHit
if StartOpen
	;playAnimation("StartOpen")
	goToState("Open")
endif
;MoveToNearestNavmeshLocation()

endEvent

As soon as the trap enters its ‘Open’ state, an OnBeginState event will start running and try do run stuff on the trigger - but this will still be missing if OnCellAttach has not finished running due to the added 3D check. It’s probably best therefore to sack the OnCellAttach() event entirely and move the trigger creation elsewhere.

(2) If the script would work as intended, it would create a new trigger on every load. It does delete the trigger only after the trap has been fired or disarmed (but this is only the last created trigger). All other references will pile up until the cell resets - unless you place the trap at a workshop (you can do that!). To fix this, the script would only have to check whether there already is a trigger before creating a new one.

EDIT: Note: When the script creates the trigger via PlaceAtNode, it does so with abDeleteWhenAble = true (which marks created refs for deletion as soon as they are not in a script property or in a quest alias anymore). This doesn’t work here though because the script property that holds the trigger ref is never cleared.

22124March 13 2017QuestsUnofficial Fallout 4 PatchQF_REChokepointSC06_FactionM_001B06C3 - cannot clear a ...AllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 10:05:50AM] error: alias Minuteman1 on quest REChokepointSC06_FactionMMDefenders (001B06C3): Cannot clear a non-optional alias.
stack:

[alias Minuteman1 on quest REChokepointSC06_FactionMMDefenders (001B06C3)].realiasscript.Clear() - "<native>" Line ?
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.RemoveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 126
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 104
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15

[03/12/2017 - 10:05:50AM] error: alias Minuteman4 on quest REChokepointSC06_FactionMMDefenders (001B06C3): Cannot clear a non-optional alias.
stack:

[alias Minuteman4 on quest REChokepointSC06_FactionMMDefenders (001B06C3)].realiasscript.Clear() - "<native>" Line ?
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.RemoveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 126
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 104
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15
22123March 12 2017QuestsUnofficial Fallout 4 PatchFollowersScript - Cannot call GetRace() on a None objec...AllFix PendingSclerocephalusLowMedium Task Description

A nice one: “DogmeatRef is not DogmeatRace”:

[03/11/2017 - 02:01:33PM] error: Cannot call GetRace() on a None object, aborting function call
stack:

[Followers (000289E4)].followersscript.SetDogmeatCompanion() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 944
[DogmeatQuest (0006DFAF)].Fragments:Quests:QF_DogmeatQuest_0006DFAF.Fragment_Stage_0004_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_DogmeatQuest_0006DFAF.psc" Line 71

Since I’m currently running that script in debug mode, I also got the following message:
[03/11/2017 - 02:01:33PM] [followersscript <Followers (000289E4)>]SetDogmeatCompanion() DogmeatRef is not DogmeatRace. None

I have no idea what happened here.

22122March 12 2017ActorsUnofficial Fallout 4 PatchAda is missing a mandatory property on her CompanionAct...AllInvestigatingSclerocephalusLowMedium Task Description

[03/11/2017 - 01:59:43PM] error: Cannot call GetValue() on a None object, aborting function call
stack:

[ (0100FF12)].companionactorscript.OnInit() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 339

[03/11/2017 - 01:59:43PM] warning: Assigning None to a non-object variable named “::temp17” stack:

[ (0100FF12)].companionactorscript.OnInit() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 339

What’s missing is the global that defines a follower’s starting affinity. Maybe this was omitted on purpose because she’s not a human follower, but even then it would have been better to fill that property with a bogus global - because the script is constantly processing that global and will continue to throw errors!

UPDATE:
It turns out that there are pretty much all companion-specific properties missing on Ada’s script, and that the globals etc. that should be filled in these properties do not exist!
The base game defines a set of globals for each companion, but in the Automatorn DLC, a matching set for Ada is nowhere to be found.

22121March 11 2017QuestsUnofficial Fallout 4 PatchCOMCaitQuest "Benign Intervention" can't start if Cait ...AllConfirmedMadCat221LowMedium Task Description

Should Cait be reserved as an alias in another quest, her companion quest revolving around her cure cannot start because her alias there does not have an allowance for reserved aliases elsewhere. Being a companion, a huge number of official content quests are reported as aliasing her and any one of them could be the culprit. For expediency, Cait’s alias in COMCaitQuest should just be set to allow reserved.

22120March 11 2017QuestsUnofficial Skyrim Legendary Edition PatchTownspeople scenes during Laid to RestAllNeeds User FeedbackDwarfmpLowVery Low Task Description

During my new playthrough in SE, I noticed some things about the townspeople scenes. The first one is when you leave Highmoon Hall after the Jarl asked you to clear the lair. From what I remember, all the related people of the scene would be present and yell out some things. However now I had to wait for Lurbuk to show up, as seemingly he had to leave the inn, the rest of the people seemed to be present immediately. Though nothing stops you from speaking to Thonnir to progress the quest, you do miss out on these few dialogue utterings from the people (things like “Kill the vampire!”). The scene ID is MS14MobSceneTown.

Secondly, I have reported this before but it was never addressed, and the issue persists: the dialogue scene outside Movarth’s Lair will not take place, because Lurbuk is not close enough to the entrance (he was the person last in line). You can talk to Thonnir immediately with “Do I have to go alone”?, prompting everyone to leave.

I can make the scene happen by pushing Lurbuk closer to the entrance, at which point the scene will take place. I don’t know how this issue arised, at the release of the game, I witnessed the scene just fine. The problem seems to lie in the related people following each other, instead of, say, Thonnir who is at the front of the line. I’m currently having problems loading scene dialogue in the SE CK, so I’m looking it up in the original CK. This scene’s ID is MS14MobScared.

22119March 11 2017QuestsUnofficial Skyrim Legendary Edition PatchLaelette's and Thonnir's behavior during Laid to RestAllNeeds User FeedbackDwarfmpLowVery Low Task Description

Through my new playthrough in SE, I noticed a few things. Originally, Laelette was present and invisible close to the graveyard. I don’t know if this was an official or unofficial fix, I know she was bugged at the release of the game, but that’s beside the point.

At this point, she was present when you had to find Helgi at night and talk to her coffin. Laelette behaved like a bandit, drawing her weapon as you got close, telling you to “back off”. This, instead of her showing up after talking to Helgi’s coffin. Now there’s no easy way to talk to Helgi’s coffin without Laelette turning hostile, and I don’t think this is how the quest was intended.

This while Thonnir stands still outside in town, clearly waiting for you to kill Laelette, as he’s normally not outside at night. When you do kill Laelette, he will immediately start to run to the scene, and does his usual dialogue: he notices Laelette, gets close and yell “Ye gods, she’s a vampire!” However, he seems to do this over and over, backing off the corpse and noticing her again. This until you either speak to the coffin, or him to progress the quest, which is more than humorous and immersion-breaking. Ideally, you should be able to speak to Helgi’s coffin, and when she’s finished talking, see Thonnir do his scene, if this is possible.

22118March 11 2017QuestsUnofficial Skyrim Legendary Edition PatchHroggar's behavior during Laid to RestAllNeeds User FeedbackDwarfmpLowVery Low Task Description

During my new playthrough in SE for this quest, I sold Hroggar firewood before doing most of/finishing this quest. This made it so he did not attack me as I entered Alva’s house, he simply told me “I won’t let you hurt Alva!” when I attempted to talk to him. Cheap items were free to take as well, but I think it is intentional the house ownership is his. I’m not sure if it makes sense he wouldn’t attack me, as he’s theoretically under a spell etc., but I’m not too bothered about that.

However, when I spent the night at the inn before completion of this quest, I got an inheritance letter... Seems Hroggar will be hostile to anyone else at this point, and since he spends his time at the mill during the day, he got himself killed by the townspeople. I think his aggression should be limited to Alva’s house (and to the player), but I don’t know if this is possible.

22117March 11 2017QuestsUnofficial Fallout 4 PatchQF_DLC04MS01_01000806 - properties cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property DLC04MS01_BradbertonDeathScene on script DLC04:Fragments:Quests:QF_DLC04MS01_01000806 attached to DLC04MS01 (06000806) cannot be bound because <nullptr form> (0601B165) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC04SierraOutfitNoGlasses on script DLC04:Fragments:Quests:QF_DLC04MS01_01000806 attached to DLC04MS01 (06000806) cannot be bound because <nullptr form> (060357DB) is not the right type

22116March 11 2017QuestsUnofficial Fallout 4 PatchQF_DLC03FarHarborFF02_01023ACA - properties cannot be b...AllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property DLC03FarHarborFF02_RepairCondenser2 on script DLC03:Fragments:Quests:QF_DLC03FarHarborFF02_01023ACA attached to DLC03FarHarborFF02 (03023ACA) cannot be bound because <nullptr form> (03023B29) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLCC03FarHarborFF02_RepairCondenser3 on script DLC03:Fragments:Quests:QF_DLC03FarHarborFF02_01023ACA attached to DLC03FarHarborFF02 (03023ACA) cannot be bound because <nullptr form> (03023B28) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC03FarHarborFF02_RepairCondenser1 on script DLC03:Fragments:Quests:QF_DLC03FarHarborFF02_01023ACA attached to DLC03FarHarborFF02 (03023ACA) cannot be bound because <nullptr form> (03023B2A) is not the right type

22114March 11 2017Perks & StatsUnofficial Fallout 4 PatchPerkNerdRageSlowTimeScript - cannot call ... on a none ...AllFix PendingSclerocephalusMediumMedium Task Description

[03/10/2017 - 08:57:06AM] error: Cannot call Remove() on a None object, aborting function call
stack:

[Active effect 1 on  (00000014)].PerkNerdRageSlowTimeScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\PerkNerdRageSlowTimeScript.psc" Line 23

[03/10/2017 - 08:57:06AM] error: Cannot call ApplyCrossFade() on a None object, aborting function call
stack:

[Active effect 1 on  (00000014)].PerkNerdRageSlowTimeScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\PerkNerdRageSlowTimeScript.psc" Line 26

This script is missing values for three ImageSpaceModifier properties.

Problem is that all three properties have a ‘const’ flag, so any changes to the current values will not get accepted unless a new game is started. Which means that we must also add sanity checks. Forget this. Changing the value of a const is not a problem.

22113March 11 2017Settlements & WorkshopsUnofficial Fallout 4 PatchSettlers don't use the full available area at The Castl...AllNewSclerocephalusLowLow Task Description

See screenshot:
https://afkmods.iguanadons.net/index.php?/gallery/image/4617-castleexpansionjpg/

Settlers won’t move past the red line.

22112March 10 2017QuestsUnofficial Skyrim Special Edition Patch'No One Escapes Cidhna Mine' Quest BugXBox OneNewjbracer1LowVery Low Task Description

If you decide to kill Madanach during the quest ‘No One Escapes Cidhna Mine’, the objective ‘Search Madanach’s body’ appears. If you decide to read ‘Madanach’s Note’ prior to looting it, the next objective ‘Read Madanach’s note’ cannot be completed.

22111March 09 2017AudioUnofficial Fallout 4 PatchKSSM for NPCs using the 44 revolver sound pathetic due ...AllConfirmedMadCat221LowMedium Task Description

I gave Nick a .44 revolver to shoot. However, I discovered that despite being a handcannon, it had a rather paltry-sounding report. Delving in, I discovered that the KSSM that governs the NPC sound effect while firing (WpnPistolFortyFourNPC, KSSM:000ED70C) is tied to the generic WpnPistolBFire (SNDR:0020A0BE), despite there being a functional WPNPistolFortyFourFire (SNDR:000EB35C). Reassigning the primary descriptor makes the .44 sound suitably powerful as intended when fired by an NPC.

22109March 08 2017QuestsUnofficial Fallout 4 PatchVault door in Vault 118 not working.Windows PCNewKevinHighVery Low Task Description

So i was playing a 100% fallout playthrough and during far harbor the quest related to vault 118 dosnt work properly, the misc objectiv dosnt update properly, i did some research and it eventually led me to this thread on the nexus forum that goes into details with the same problem i’m experiencing with a “fix” but i couldnt find any fixes out there after 3-4 hours of searching so as a last ditch effort i’m making you guys aware of it.
Here is the link to the forum post https://forums.nexusmods.com/index.php?/topic/4502640-a-well-known-issue-vault-doors-not-opening/
The fix here talks about removing fallout files, but in doing so would prevent the game from being playd properly. I do not know how it ended up breaking, i’m not a experienced bugreporter but i will provide any info requested if i’m told how.

Thanks in advance.

22102March 05 2017QuestsUnofficial Skyrim Special Edition PatchDerkeethus yells in my house and creeps me outAllNewDwarfmpLowVery Low Task Description

When I bump into Derkeethus, who I’ve taken inside Honeyside as a follower, he shouts: “Hey!”, as if this was inside a cave far away (and I didn’t notice I bumped into him at first and heard a random strange voice, which was freaky). Presumably this was to be used in the cave he was imprisoned at, at some point. Strange thing is I’ve never heard it there, and also I cannot find it in the CK. Is this line somehow added by the patch? I also don’t know why it would trigger inside Honeyside, I haven’t had it happen before, in other interiors etc. I would suggest to add a condition for it to be inside the cave or during this sidequest, if it can be found... if it exists...

22098March 04 2017MeshesUnofficial Fallout 4 PatchMissing Vault 88 Door Switches + FixWindows PCNewXunAmaroxLowVery Low Task Description

The doors included for Vault 88’s Vault-Tec Workshop DLC appear to be missing the switches to their doors, likely as an oversight by Bethesda. You can seea report from one user about this and another regarding the same oversight.

You can see this oversight here:
i.imgur.comf1wzlnv.jpg

I have also attached the image for your convenience.

The door panels have placeholders for the panels on the left side of the door on each side (e.g. opposite sides). This leads one to believe that Bethesda had originally intended to use Meshes\Interiors\Vault\Doors\VltDoorRes01B.nif from Fallout4 - Meshes.ba2 but instead for whatever reason ended up using Meshes\Interiors\Vault\Doors\VltDoorRes01.nif - I call it an unintentional oversight, or a bug.

The offending object in question is DLC06_workshop_co_VaultDoor [COBJ:010049FB] which creates DLC06workshop_VaultDoor01 “Door” [DOOR:010049FA] and uses DLC06\Interiors\Vault\Workshop\VltWorkshopDOOR01.nif for its model (basically a copy/paste of VltDoorRes01.nif included in DLCworkshop03 - Main.ba2).

The solution is a simple matter of copy/pasting and renaming. The process follows...

1. Extract Meshes\Interiors\Vault\Doors\VltDoorRes01B.nif from Fallout4 - Meshes.ba2
2. Rename VltDoorRes01B.nif to VltWorkshopDOOR01.nif
3. Relocate the new nif file to Data\Meshes\DLC06\Interiors\Vault\Workshop\VltWorkshopDOOR01.nif

Fixed. Tested in-game, now works as intended.

22095March 04 2017NPCsCutting Room Floor[ACHR:XX0099F8] Places "Trilf" [NPC_:00019A1B] in [CELL...AllNewJuho RantanenLowVery Low Task Description
error: Cannot play a None idle on an actor
stack:
	[ (0C0099F8)].CarryActorScript.PlayIdle() - "<native>" Line ?
	[ (0C0099F8)].CarryActorScript.ChangeCarryState() - "CarryActorScript.psc" Line 51
	[ (0C026ADA)].ARTH_PF_CRFIrontreeMillTrilfC_03026ADA.Fragment_2() - "ARTH_PF_CRFIrontreeMillTrilfC_03026ADA.psc" Line 8
22094March 03 2017QuestsUnofficial Skyrim Legendary Edition PatchOld Orc random encounter oddityAllNeeds User FeedbackDwarfmpLowVery Low Task Description

I’ve encountered the Old Orc, and instead of his usual “looking for a good death” dialogue, he greets me like a regular NPC, and the only dialogue option I have is to ask if he can make me Bloodkin. Is this normal? I’ve never actually encountered him before while on a side-quest to look for enchanted gauntlets to gain access to Orc strongholds.

22092March 03 2017ItemsUnofficial Fallout 4 PatchTesla Rifle automatic barrel damage reduction bugAllNewLowVery Low Task Description

There’s a small goof in the Tesla Rifle’s automatic barrel: the damage is supposed to be reduced by 25%, however it instead gets reduced by .25, because it’s set to Add and not Mul+Add as it should be.

22091March 03 2017ItemsUnofficial Fallout 4 PatchBirthday Sweetroll not counted as foodAllNewLowVery Low Task Description

Very small thing, but the Birthday Sweetroll is missing the ObjectTypeFood keyword, meaning eating it won’t do anything for your starvation stat if you’re desperate.

22089March 02 2017ItemsCutting Room FloorNPC Miraak's unique enchantments unusedAllNewDwarfmpVery LowVery Low Task Description

I’m not sure if this is an oversight or intentional, but I noticed that the NPC version of Miraak’s Mask and Robes all have the same enchantment attached to them, despite being leveled.

While the mask does have armor rating differences, the enchantment being the same doesn’t really feel like an oversight, but I thought it could be mentioned. However, the robes all use a unique enchantment for them, which has 3 versions. All 6 robes versions use enchantment 1, the weakest. This is similar to the Sword and Staff enchantments, however those enchantments are technically all the same.

The editor IDs I speak of for the Robes are: DLC2MKMiraakFightRobes1/2/3/4/5/6
For the enchantments they are: dlc2MKEncMiraakRobe01/02/03

If this is an oversight, I would assume that Robes 1 and 2 should use enchantment 01, Robes 3 and 4 should use enchantment 02, and Robes 5 and 6 should use enchantment 03.

I have not fought Miraak before, so I don’t know how difficult an opponent he is. He might be powerful enough already and this was intentional, but I thought it was worth mentioning.

22088March 02 2017NPCsCutting Room FloorFroa and Herebane Sorenshield lack facegenAllConfirmedArthmoorLowMedium Task Description

Somehow these 2 got missed in both the LE and SSE versions. So they’ve never had it and need to have it generated.

dunRRHerebaneSorenshield
CRFKynesgroveFroa

22077February 26 2017AudioUnofficial Skyrim Legendary Edition PatchAmbient music doesn't stop when bard performs in HF hom...AllNeeds User FeedbackCampbell GrierLowVery Low Task Description

When a purchased bard performs within any Hearthfire player home, the background ambient music continues to play, resulting in a complete cacophony of noise. This is not true in taverns where the background music fades to silent as soon as a bard starts to perform and then resumes whenever the bard stops playing. My preliminary research lead me to the BardSongsScript which has the function StopInnMusic() that replaces the current ambient music with a silent track - MUSTavernSilence. Note that the function is specific to LocTypeInn:

Function StopInnMusic()

	Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeInn)
	MUSTavernSilence.Add()

EndFunction

Adding a property assigned to LocTypePlayerHouse and second line to the function that targets LocTypePlayerHouse partially solves the problem:

Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypePlayerHouse)

	MUSTavernSilence.Add()

With this fix the ambient music does stop when the bard performs in your player home. However, the ambient music does not resume when the bard stops playing, as it does in a tavern. Even after exiting and re-entering the house I could not get the ambient music to resume. There is clearly a second half to this puzzle which I am missing.

22071February 25 2017ActorsUnofficial Fallout 4 PatchProtectronPodStatus + DLC04GZMainQuest + LinkKeyword ->...Windows PCConfirmedSocCriticalHigh Task Description

It seems another bunch of protectrons are triggering another set of invalid properties. Currently the game CTDs on random intervals. Dunno if this has anything to do with that.

[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032694) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032694) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032697) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032697) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029625) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029625) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029625) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390BB) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390BB) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032693) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032693) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390C4) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390C4) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029414) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029414) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029414) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029415) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029415) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029415) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029626) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029626) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029626) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06026FFC) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06026FFC) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06026FFC) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029498) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029498) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029498) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029628) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029628) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029628) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029418) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029418) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029418) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603298F) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603298F) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property CoPilotAlias on script bospilotscenemanagerscript attached to MFT (5A003F0A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property PassengerAlias on script bospilotscenemanagerscript attached to MFT (5A003F0A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property Passenger2Alias on script bospilotscenemanagerscript attached to MFT (5A003F0A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029477) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029477) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029477) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029476) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029476) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029476) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326B1) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326B1) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032719) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032719) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326F9) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326F9) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032678) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032678) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ForcedEMSState on script DLC04:DLC04GZEMSystemTurfScript attached to (06039196) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029487) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029487) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029487) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C3) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C3) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C2) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C2) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602946E) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602946E) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602946E) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029627) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029627) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029627) cannot be initialized because the script no longer contains that property

22070February 25 2017QuestsUnofficial Skyrim Special Edition PatchBeyond Death: Can't get Valerica to move to Blood Scrol...XBox OneNeeds User FeedbackDan WoitekaitisCriticalVery Low Task Description

I’m having a problem with Beyond Death mission. I can’t get Valerica to move to the Blood Scroll. I tried to solve it on my own, but found no articles discussing this problem to be fixed. I’m not sure if I’m doing something wrong. HELP.

22068February 24 2017QuestsUnofficial Skyrim Special Edition PatchDiplomatic ImmunityXBox OneNewRichard DamCriticalVery Low Task Description

When you meet Delphine to go to the Thalmor party, she gives you party clothes to wear. After receiving the clothes and equipping it, she says “you cannot go to the party dressed like that.” This is a game breaking bug.

22062February 22 2017AudioUnofficial Fallout 4 PatchCompanions wont talk correctlyXBox OneNewMaxwellMediumVery Low Task Description

All companions excluding dogmeat cannot talk to the player character after completing the quest “Diamond City Blues” or “Hole in the Wall” commands such as trade, stay/follow, and cancel still function some times however talk cannot.

22058February 21 2017ItemsUnofficial Fallout 4 PatchDistress Pulser permanently emits distress signal if dr...Windows PCNewLowVery Low Task Description

If you obtain a distress pulser and then drop it and scrap it for materials at a settlement, it will permanently emit a distress signal.

(i have this bug at the moment in Sanctuary)

The bug is also mentioned in the link below.

http://fallout.wikia.com/wiki/Distress_pulser

22052February 20 2017ItemsUnofficial Fallout 4 PatchDisassembled Mini Nuke item names inconsistent with est...AllNewGroucho-14EVery LowVery Low Task Description

In Fallout 4, FNV, and F03, the ammunition for the Fat Man is named “Mini Nuke”. However, the disassembled components found in the Gorski Cabin cellar are named “MiniNuke”:

MiniNukePart01 “MiniNuke Hemisphere Core” [MISC:0017A772]
MiniNukePart02 “MiniNuke Stabilizer Fins” [MISC:0017A774]
MiniNukePart03 “MiniNuke Detonator Shell” [MISC:0017A776]
MiniNukePart04 “MiniNuke Beryllium Cap” [MISC:0017A778]

The names ought to match the established form, e.g. “Mini Nuke Hemisphere Core”.

22044February 19 2017QuestsUnofficial Fallout 4 PatchCaptain Avery (NPC) completely missing, breaks multiple...XBox OneNewbillymagicHighVery Low Task Description

After trying to finish the quest “Changing the Tide”, it is impossible to find Captain Avery. I’ve linked to a forum where others are having the same problem (this isn’t the only one)

https://community.bethesda.net/thread/16679?start=0&tstart=0

What happened in my case was I could see she was trying to talk to me, but I had an optional objective left on the quest (Help the Mariner), and so I did the Red Death mission. Problem is that she must have tried to follow me- now the quest marker points to a non-existent place, and follows me around on the map. Tried everything, but can’t do the console command fix because I’m on the Xbox One. Simply moving her to somewhere in Far Harbor would probably fix it-

Thank you so much for any help-

22041February 18 2017Quests / DialogueAlternate Start - Live Another LifeLeftover/wrong reference to Helgen during Quest "No One...AllNewbratmaxeLowVery Low Task Description

During Quest “No One Escapes Cidhna Mine” (ID: MS02) when talking to prisoner “Braig” and he asks “When was the first time you felt chains around your wrists?”, there is still the option to answer “It was in Helgen. I was being sent to the executioner.”

22039February 17 2017MagicUnofficial Skyrim Legendary Edition PatchCure Poison doesn't work on Afflicted poison sprayAllConfirmedOpt OutLowVery Low Task Description

Potions of Cure Poison do not work on the Poison Spray effect that Afflicted can inflict on the player. The player continues to take full damage for the full duration even after consuming a Cure Poison potion.

22024February 09 2017ActorsUnofficial Fallout 4 PatchKesslerAllNewLowVery Low Task Description

Kessler is the lady in charge at Bunker Hill. She is the only NPC that can give you control of the settlement and that can only happen after the Battle of Bunker Hill. However she can die in the Battle making gaining Bunker Hill as a settlement impossible to achieve. It is possible to bring her back to life if on PC (Resurrect 1) if you can find her body. But this work round will not work for console users. The bug is mentioned in the wiki.
Any chance she could be made essential until after the Battle of Bunker Hill?

22001February 03 2017Placed ReferencesUnofficial Fallout 4 PatchExploit for unlimited Fiber Optics and CrystalsAllNewDSoSHighVery Low Task Description

In lower area (basement?) of the museum in Jamaica Plains, unless patched by Beth, you can get unlimited Fiber Optics and Crystals.

Once you harvest all of the lasers, you activate the big red button by the door (to open the metal door). Activate the button a SECOND time and it respawns the lasers again. Rinse and Repeat.

https://youtu.be/HnaGTw48YYU

21996January 31 2017ItemsUnofficial Fallout 4 PatchHandmade Rifle Long covered welded barrel flash glitchAllNewYYCLowVery Low Task Description

Long covered welded barrel, which gives handmade rifle the shape of an ordinary AK-47, has an issue.

Flash appears in middle of the gun. Bullet is also fired from middle of the gun, not the end of the barrel. Both in 1st person view and 3rd person view.

I have checked every other modifications, and flash appears at the end of the barrel when using other barrels.

Therefore, I pointed out that Long covered welded barrel is the problem.

21994January 31 2017ActorsUnofficial Fallout 4 PatchSolution: Companions repeat their random dialogue non-s...AllFix PendingspacefiddleLowVery Low Task Description

When a companion is dismissed anywhere, they are found at that location repeating all their random voice lines non-stop. This is because an error in FollowersScript sets the values of both IdleChatterTimeMin and IdleChatterTimeMax to zero, causing constant firing. The source of the error appears to be that a variable is being used in a function that only accepts a float as a parameter, resulting in NONE.

The intent seemed to be: the companions have an interval to say their lines - when they are picked up as a companion, store those values and swap in a different pair of values - then when they are dismissed, swap back to restore original values. Except this did not work, zero is cached, None is set when the invalid parameter is passed in; and that’s that, Min and Max are zero forever.

I’ve fixed this in a patch but since it’s FollowersScript, it is incompatible with anything. This fix should be made baseline.

The relevant lines in FollowersScript are:

Around line 606 - gets the HARDCODED values from the CK, and sets up two values to “cache the current value.” Actor in-game seems to get these values at this stage.

Around line 1070 - this is where the values get swapped on acquire / dismiss.
Line 1102: I believe the function
— ;IDLE CHATTER - set them back
CompanionActor.SetValue(IdleChatterTimeMin, CachedIdleChatterTimeMin)
CompanionActor.SetValue(IdleChatterTimeMax, CachedIdleChatterTimeMax)
— does not accept variables. It seems to set companions to 0 at this stage, going by getting values from actors in-game at various points before and after dismissal. I commented out this call entirely since I can’t think of any good reason to change this interval.

At line 1084 (companion acquire), instead of blindly cacheing what we assume is a valid value with no sanity checks, I just set:
— CompanionActor.SetValue(IdleChatterTimeMin, 600)
CompanionActor.SetValue(IdleChatterTimeMax, 900)

and then they STAY QUIET when dismissed, for at least 10 minutes and possibly up to 15 :P

I am attaching the copy of FollowersScript that I edited and commented.

At launch, the interval values were Min 600 and Max 900: 10-15 minutes between random lines. This seems rational. It remained at these values until Nuka-World, which for some ungodly reason set Min and Max to 240 and 300 - meaning even if it worked, 4-5 minutes between the five random lines they say. If you fix this, I implore you to go with the original intended Vanilla default :).

21989January 29 2017QuestsUnofficial Fallout 4 PatchCan't buy dogsAllNewLowVery Low Task Description

I have all the DLC’s but its happening in the ‘Wealth so no idea where the bug comes from. I can’t buy a dog from Gene in the ‘wealth or from Erickson on Far Harbor. Just get the You don’t have anywhere to keep him and the convo exits...even though I have several such places that will accept a dog, kennels all ready etc I don’t get a list show up. I suspect its something to do with the dog cages but no real clue.

21982January 28 2017AudioUnofficial Fallout 4 PatchMr. Gutsy at General Atomics Gallery have no soundAllNewLowVery Low Task Description

when talking to a guard mr.gutsy at General Atomics Gallery the subtitle is displayed, but there’s no dialogue sound

21981January 28 2017ActorsUnofficial Fallout 4 PatchChase stands in one point in Acadia "The Arrival" questWindows PCNewLowVery Low Task Description

Same as Bug #21256 - Paladin Brandis stands in one spot aboard the Prydwen because his post-quest NPC has no sandbox package

Chase stands in one spot in the first room downstairs at Acadia after completing “The Arrival” quest

21977January 28 2017ActorsUnofficial Fallout 4 PatchAstoundingly Awesome Tales #2AllNewFLowVery Low Task Description

Astoundingly Awesome Tales #2 (001E3CE6) PerkMagAwesomeTales11

Keyword condition for the perk is HasKeyword ap_gun_Scope == 1, in game no weapon, scoped or not, has the displayed or actual inflicted damage value changed.

Changing the keyword to HasScope == 1 (copied from Sniper), causes scoped weapons to both display and inflict the correct 5% more damage.

21974January 27 2017Settlements & WorkshopsUnofficial Fallout 4 PatchSettlers and guards et al all disappear from settlement...Windows PCNewLowVery Low Task Description

Its a weird one and doesn’t happen all the time. But intermittently I will travel to a Far Harbor settlement to do some work on something and at 8pm instead of going to the bar EVERY single inhabitant including the guards will leave the settlement, very purposefully but not with weapons drawn and all trail off down the road en masse.
If I ring the settlement bell they will come back and when the timer on that runs out they will go to the bar as if nothing at all had happened and use their beds as usual, if I don’t ring the bell they wander back in randomly the following morning to start work. I watched them do this 2 nights consecutively at Longfellows Cabin - should probably have trailed them but was too busy trying to see if I had done something weird to cause the behavior - then I tried the bell, did that 2 nights on the trot and the third night it stopped. Just had it reoccur at The National Park Visitors Centre. I don’t use any mod which adds patrols to Far Harbor to the best of my knowledge but I have seen someone else with the exact same issue reporting it on a mod page which adds patrols. The mod was NPC’s travel no 16987, poster was Dw7ar215D 26th Jan.

21973January 27 2017ItemsUnofficial Fallout 4 PatchMinigun mod - Standard BrakeAllNewsupercentoLowVery Low Task Description

Minigun standard brake module no exists. Not appear in “MODULES” Pip-boy.

21970January 26 2017ActorsUnofficial Skyrim Special Edition PatchFollower Continuously Blocking When Weapon is Unsheathe...XBox OneNewMariahMediumVery Low Task Description

I have happened upon a most frustrating glitch in the game, I have gone through all the proper discourse: yet it remains. Currently, Teldryn Sero– a spellsword in Solstheim– is under the employ of my lvl. 86 Dunmer rogue. At first everything was well: I equipped him with a Holy Daedric Sword, upgraded Morag Tong armor, and with about six dozen potions. We then traveled to Skyrim and gallivanted around, he would use his normal form of combat: spell in one hand (generally conjure flame atronach, or fire bolt) that he would use in tandem with his sword, at times he would also use the dragonbone bow I gave him.
We then traveled back to Solstheim after traveling across the whole of Skyrim, where I was approached by some Skaal hunters attempting to take down a Netch near Raven Rock: this was when I noticed the bug arose. Teldryn will draw his sword, but hold it as if he were blocking. Just as well: he will have an active spell in his left hand (you would see his left hand glowing with a spell while he was holding it), yet he would never use the spell he had equipped. Instead, he will use only melee combat on enemies that are directly next to him: he no longer uses any ranged form of attack, and he will move very slowly because he is blocking. He also attacks more slowly, as he will always block between hits. Thus, he has become more of a hindrance than a boon.
I have removed all mods, and reinstalled them. The only mod I currently have that would affect AI and NPC behavior would be “The Paarthurnax Dilemma” (of which only the Blades, Paarthanax and Graybeards are affected). I have removed all of Teldryn’s equipment, yet he will somehow acquire a hunting bow and use this bow to block. I have dismissed him to reset his Follower AI, I have used the Wabbajack on him, I have equipped him with different weapons: yet the result is the same. The also unfortunate predicament remains that I never have more than 3 saves per character, all recent saves: as a habit used on my vanilla version of the game, where the game constantly freezes and crashes. The installed mods I currently have will be listed below in their current load order, perhaps as insight:

- Unofficial Skyrim Patch (XB1)
- Apocalypse - Magic of Skyrim
- [Xbox] S’rendarr’s Arsenal
- Better Auriel’s Bow
- Drakons Sun Enchantment [Xbox]
- Craftable Everything: Dawnguard Special Edition (XBOX1)
- RS Children Overhaul
- romangoss’s Snow Elves [XB1]
- KS Hairdos Lite
- Adorable Females
- Seraphim Vanilla Armor and Clothing Replacer
- [XB1] Ashara Skyrim Characters as Presets
- Seraphim Female Body Replacer - Basic Edition [XB1]
- [XB1] Chris57 and Sundracon Male body - no hair - HD textures
- Natural Eyes
- Better Sun Spells Arsenal Version [XB1]
- Enhanced Blood Textures
- Levelers Tower v4.4
- Removes colour patches from various meshes.
- FE [WIP] Snow Elf Dawnguard Edition [XBOX ONE]
- Stones of Barenziah Quest Markers [XB1]
- The Paarthurnax Dilemma
- [X1] Human Skin Tones for ALL Elven Races

I shall also attach links to screenshots of this occurrence below, as I read was proper discourse in reporting a bug to this site. As a level 85 character, my rogue doesn’t necessarily NEED a follower. Yet I was rather enjoying Teldryn’s company before this confounding bug occurred, effectively rendering his usefulness as a follower obsolete. If this could be resolved, I–and possibly others– would be most grateful.

Thank you for your time :)

21969January 26 2017NPCsCutting Room FloorNo actors flagged as rich for radiant quest rewardsAllInvestigatingRobert MorleyVery LowVery Low Task Description

Both Inheritance (WIKill03) and An enemy’s gratitude (WIKill04) allow for the possibility of “rich” victims, however there are no NPCs in the game that are flagged as rich (i.e., TraitRich keyword is applied to victim).

It’s debatable whether this constitutes a bug or a choice, but I thought I’d mention it and see what you thought.

21968January 25 2017QuestsUnofficial Skyrim Special Edition Patch"Missing In Action" Quest Objective StuckXBox OneNewCraigLowVery Low Task Description

I’m stuck on the quest “missing in action”, I waited too long with the quest in my log and now if I go in the grey-mane home (which I have to lock pick) and speak to Fralia the quest objective will not change from “meet Fralia in her home” and I can’t go any further in the quest- all I can do is speak to her again and I cannot find a work around. Fralia and Avulstein do not become hostel or accuses me of trespassing and I can use the wait function in the home so this is not because I had to lock pick the door.

I know others have had similar problems with this quest but can’t find any reports of this problem.

Also thank you for all the effort you put into patching Skyrim. You guys are great.

21964January 25 2017QuestsUnofficial Skyrim Special Edition PatchBlood On The Ice Quest BugXBox OneNewTyler ForbesHighVery Low Task Description

I was playing through this quest line in Windhelm and it went fine until I imprisoned wulfarth the court wizard at the palace of kings. Next time I enter the city a guard is supposed to notify me of another recent murder and this is when we find out calixto is the real killer but this doesn’t happen at all. As i come from the stables outside the city Arivanya’s (The recent murder victim) corpse is located just outside the city door. I enter the city and no guards or nothing. I’m personally familiar with the quest so i went to the palace of kings prison to speak to wulfarth and the normal dialogue options are there for the next step however after the conversation i’m given no quest objective telling me to patrol the stone quarter like I normally am. I just walked around the stone quarter however anyway and I saw Calixto running as usual but he was following Niranye (Another Altmer In The City) and he follows her past the graveyard and stand still just up the steps in Valunstrad. They just stand still Calixto behind her and when I try to speak to Calixto I get a notification saying “This person is busy” however I can speak to Niranye fine and am given the usual dialogue options with her. Nothing else continues from there.

21959January 24 2017ActorsUnofficial Skyrim Special Edition PatchBug with Maven for becoming Thane of RiftenXBox OneNewTyler BartonMediumVery Low Task Description

There is a bug where if you complete the Imperial quest-line and Maven becomes the jarl of Riften before you yourself become thane of Riften, you cannot talk to Maven about becoming thane at all, even after completing quests and purchasing property. Can this be fixed?

21954January 23 2017QuestsUnofficial Skyrim Special Edition PatchForbidden Legend Quest-line Glitch XBox OneInvestigatingMatthew LewyCriticalVery Low Task Description

Back Story:
During a play through I managed to accidentally glitch and break the Forbidden Legend Quest line. I presume during the step between “Investigate the Gauldur Legend” and “Learn the truth from Daynas Valen”. The “Investigate the Gauldur Legend step requires you to find Daynas Valen’s notes, and the step “Learn the Truth from Daynas Valen” requires you to find his body and pick up quest items from the body (Ivory Dragon Claw, and his notes).

Here’s the problem:
As I was oblivious to the mission since I did not have it equipped, I went through the mission area (Folgunthur) missing the notes, but I picked up the claw from Daynas Valen’s Body (which was obviously part of step 2) and cleared out the dungeon. When I decided to finally start the quest I found the notes I had missed and then I had to investigate Valen’s body and pick up the claw, to which I had already done.. so the mission still wants me to pick up the claw from his body.. I also can’t drop the claw because it’s a quest item. So now the quest is broken with a marker leading to Valen’s Empty Body.

Maybe I was stupid but I’ve realised this could be broken without even starting the questline..

21951January 23 2017QuestsUnofficial Skyrim Legendary Edition PatchBounty: Dragon bugged in some casesAllConfirmedRobert MorleyMediumVery Low Task Description

During the quest Bounty: Dragon (BQ04), it appears that the dragon will not be correctly spawn (respawn?) at Mount Anthor. There are a few reports of this on UESP's page.

It’s possible that this is not unique to Mount Anthor, but just having killed the target dragon previously. I believe I did that, but I’m not 100% sure. The other reports on the page don’t mention it either way.

Also, at least for Mount Anthor, it seems that it wants to path you through some bizarre location. For me and one other person, it thought that the target was inside Markarth (but still seemingly at the same map coordinates as Mount Anthor); for another person, it was inside the EEC. Trying the console command MOVETOQT BQ04 simply caused the game to crash.

It’s riddled with mods, but I’ve attached a saved game, in case it’s useful.

21935January 22 2017AnimationsUnofficial Fallout 4 PatchForced reload when switching to third person perspectiv...AllNewVictorMediumVery Low Task Description

A bug forces the player to reload if they change from first to third person perspectives during animations which play between shots, like cycling the bolt on the hunting rifle. This is particularly bad when using a scope in third person; taking a shot and dropping the scope forces a reload every time. This looks like it should be a 100% occurrence, but doesn’t seem to be that widely reported, possibly because the conditions are fairly specific.

Link to fix is attached, an edited copy of “Meshes\Actors\Character\_1stPerson\Behaviors\GunBehavior.hkx”.

21929January 21 2017Perks & SkillsUnofficial Skyrim Legendary Edition PatchPerks, skills and magic effects descriptions about arch...AllInvestigatingNico coiNMediumMedium Task Description

A user reported this in the french community and I mirror it here. According to him, several perks, skills and magic effects affect both bows and crossbows but only bows are mentioned in their descriptions. SSE is also affected.
List of perks, skills and magic effects coming in subsequent comments below. Other Patch Team Projects members advice required.

21927January 21 2017QuestsUnofficial Fallout 4 PatchCleanup incomplete/bad after Battle of Bunker Hill - po...Windows PCNewLoneWandererMediumVery Low Task Description

Game version: 1.8, no mods at all and no UFO4P.

Faction relation at the start of the quest: BoS friendly, RR friendly, Minutemen friendly - was targeting the MM ending. Institute obviously friendly because of the quest.

What I did:
Informed RR, but not BoS.
Met with Courser, and went inside as fast as possible. The Courser fights both BoS and RR, Player does nothing - remains neutral and is not attacked by anyone. Settlers cower and are not attacked.
Inside cell (cellar) - like outside. RR turrets also friendly to Player.
After reaching the synths Player was asked by them to free them or leave them be in peace. Player agreed to free them and the Courser became hostile - new objective ‘Kill the Courser’.
After killing the Courser - next objective ‘Deal with the Synths’. This was not possible, since it was already done, all dialogues with each on of the Synths were only standard responses. Did not accept the bribe before Courser became hostile.
But killing the Courser also started a new quest: “Meet Father at CIT ruins roof”. While combat still was in progress Player left Bunker Hill. Player remained neutral and was not attacked.
I decided to end the Institute quest line here. Is not strictly necessary, but possible. So I was unfriendly to Father and left the Institute. Quest “Kicked out from the Institute” started.
Faction relations after this: BoS friendly, RR friendly, MM friendly, Institute hostile.

In the Pipboy the quest ‘Battle of Bunker Hill’ was shown as done. But the objective ‘Deal with the Synths’ was never reached.

Situation in Bunker Hill after being kicked out from the Institute:
BoS soldiers still present, attack RR agents, also still present, when they see each other. RR agents attack caravan guards (seems to be Docs caravan). BoS soldiers present long after end of the main quest (Institute vanquished with the Minutemen). BoS troops quite superfluous and inactive, but make comments and can be talked to, with standard answers.

Settlers and caravan personnel all keep cowering in fear, but can be interacted with normally. Settlement can be won, if the quest for the mayor was done before. Settlement works normally, but all NPC animations are off, NPCs keep cowering. Fast traveling, save & load, game restart does not change this. This persists even after the end of the main quest (MM ending).

The cowering can be fixed with the console:
Enter ‘stopquest ef21c’ Then go to a closed cell. Wait 24 hrs.

This fix works, it seems to stop the state ‘Battle of Bunker Hill’, which was loaded at the beginning. This quest state is never stopped. But it does not fix the remaining NPCs (BoS and RR), the synths remain in the cellar indefinitely, the RR agents there too. So I think, either it was thought that all BoS and RR would be dead at the end, and no cleanup was added, or there is a cleanup which is not done properly, maybe because of Player being friendly to both, BoS and RR. This includes missing cleanup of cowering NPCs (Battle State for Bunker Hill), which is clearly a bug.

Should be easy to see, and is reported on the Internet - many people had this situation. If one does not (or cannot) use the console fix, the NPCs in Bunker Hill cower until the game is ended.

I think, not only the cowering should be fixed, the Bunker Hill NPCs should be cleaned up too. The bodies of killed RR agents and BoS on the outside disappear, so maybe there is no quest running in the background, they are removed because their aliases do not belong to a quest. So maybe it was intended this way. But the cowering is clearly a bug.

21926January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Light Ported BarrelAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Long Light Ported Barrel” should name the pistol as “[Long Light Ported]” because already exists “Long Barrel” as “[Long]” and “Long Light Barrel”.

21925January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Ported BarrelAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Long Ported Barrel” should name the pistol as “[Long Ported]” because already exists “Ported Barrel” as “[Ported]”.

21924January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Light BarrelAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Long Light Barrel” should name the pistol as “[Long Light]” because already exists “Long Barrel” as “[Long]”.

21923January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Rapid Automatic ReceiverAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Rapid Automatic Receiver” should name the pistol as “Auto pistol” and not vanilla “Pistol”.

21921January 21 2017QuestsUnofficial Fallout 4 PatchQF_DN054_00048516 - None: is not valid power armor furn...AllNewSclerocephalusLowMedium Task Description

[07/17/2016 - 02:18:50AM] error: None: is not valid power armor furniture.
stack:

[ (0011685B)].Actor.SwitchToPowerArmor() - "<native>" Line ?
[DN054 (00048516)].Fragments:Quests:QF_DN054_00048516.Fragment_Stage_0005_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_DN054_00048516.psc" Line 42

In the stage 005 fragment:

if Alias_Zeke.getActorReference().isinCombat() == false

  Alias_Zeke.getActorReference().SwitchtoPowerArmor(none)

endif

According to the Wiki, this is allowed to get an actor out of his armor. They don’t say anything about errors being thrown:

http://www.creationkit.com/fallout4/index.php?title=SwitchToPowerArmor_-_Actor

21919January 21 2017QuestsUnofficial Skyrim Special Edition PatchAludin's Bane cutscene won't start after reading Elder ...XBox OneNewJonMediumVery Low Task Description

I read the Elder Scroll at the Summit of the Throat of the World and it transports me back in time, however I cannot turn the player camera, I see one of the Nordic Heroes run buy and the cutscene will not start. I have reloaded multiple times.

21917January 21 2017TerminalsUnofficial Fallout 4 PatchTERM_DN015_PuzzleTerminal_0016D8C5 - Cannot add text re...AllInvestigatingSclerocephalusLowMedium Task Description

[07/12/2016 - 09:38:52PM] error: Cannot add text replacement pair for missing data
stack:

[ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
[DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
[DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
[ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18

[07/12/2016 - 09:42:59PM] error: Cannot add text replacement pair for missing data
stack:

[ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
[DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
[DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
[ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18
21908January 19 2017Placed ReferencesUnofficial Fallout 4 PatchDefaultEnableDisableTrigScript - Cannot call IsEnabled(...AllConfirmedSclerocephalusLowMedium Task Description

[01/16/2017 - 02:05:35AM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 40

[01/16/2017 - 02:05:35AM] warning: Assigning None to a non-object variable named “::temp1” stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 40

[01/16/2017 - 02:05:35AM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 43

[01/16/2017 - 02:05:35AM] warning: Assigning None to a non-object variable named “::temp13” stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 43

This trigger is missing a linked reference (the sole purpose of having this script attached is to enable or disable a linked reference; the script doesn’t do anything else).

21906January 19 2017Placed ReferencesUnofficial Fallout 4 PatchDefaultRefOnTriggerEnter - cannot call GetStageDone on ...AllConfirmedSclerocephalusLowMedium Task Description

[01/16/2017 - 02:09:21AM] error: Cannot call GetStageDone() on a None object, aborting function call
stack:

<unknown self>.defaultscriptfunctions.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultScriptFunctions.psc" Line 12
[ (001E63BD)].defaultrefontriggerenter.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRef.psc" Line 30
[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 28

[01/16/2017 - 02:09:21AM] warning: Assigning None to a non-object variable named “::temp0” stack:

<unknown self>.defaultscriptfunctions.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultScriptFunctions.psc" Line 12
[ (001E63BD)].defaultrefontriggerenter.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRef.psc" Line 30
[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 28

[01/16/2017 - 02:09:21AM] error: Cannot call GetStageDone() on a None object, aborting function call
stack:

[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 29

[01/16/2017 - 02:09:21AM] warning: Assigning None to a non-object variable named “::temp2” stack:

[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 29

Yes, this is now a placed references issue, because ...
... DefaultRefOnTriggerEnter extends DefaultRef, and when it tries to access the properties of DefaultRef (i.e. the parent script), papyrus complains that they are all none.

Does this sound familiar ?

So you now have to go through all affected references and set the properties locally.

It turned out that they must have been aware of that issue, and did set correct properties locally on most of these triggers.

This one is just a rare exception, as it has no properties set at all. The layer it’s in suggests that it should set a stage on DN084 (the mass fusion quest), but there is no way to tell which one.

21904January 18 2017MeshesUnofficial Fallout 4 PatchWasteland Workshop DLC mesh "WorkshopConcreteWall02.nif...Windows PCNewInsanePlumberLowVery Low Task Description

Mesh “Meshes\DLC02\SetDressing\Workshop\ConcreteWalls\WorkshopConcreteWall02.nif” missing one CPA (Connect Points)

21901January 17 2017LocationsUnofficial Fallout 4 PatchBest Left Forgotten quest. Accesing DiMA's memories via...Windows PCNewxer0dMediumVery Low Task Description

[01/17/2017 - 11:55:24PM] error: (0303DC5A): model was not loaded when we tried to play an animation on it (most likely you’re calling for animations in OnInit.).
stack:

[ (0303DC5A)].DLC03:ADV022HeadGearScript.PlayAnimationAndWait() - "<native>" Line ?
[ (0303DC5A)].DLC03:ADV022HeadGearScript.Extended.::remote_ObjectReference_OnTriggerLeave() - "<unknown file>" Line ?
21890January 16 2017PapyrusUnofficial Fallout 4 PatchDN015LaserEmmitterScript - Cannot call play() on a None...AllNewSclerocephalusLowVery Low Task Description

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8B3)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B3)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B3)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8B3)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B3)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B3)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8B0)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B0)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B0)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8B0)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B0)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B0)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8AF)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8AF)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8AF)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8AF)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8AF)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8AF)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

This is the OnBeginState event:

Event onBeginState(string previousState)
	isArmed = false
	PlayAnimation("Trip")
	ObjectReference ObjSelf = self as ObjectReference
	DisarmSound.Play(ObjSelf)
	setDestroyed()
	;Self.Disable()
endEvent

Interestingly, the animation plays. The error is always thrown when the sound should be played. Maybe it works with ‘DisarmSound.Play(self)’ (the cast should not be needed anyway).

21881January 16 2017QuestsUnofficial Skyrim Special Edition PatchCan't talk to street urchins with most startsAllInvestigatingGarthandLowVery Low Task Description

When choosing almost any start in Live Another Life, (except for the arrived on docks start, joined a guild start and possibly the vanilla start), you can’t talk to street urchins.

This is most obvious with Sofie in Windhelm. She will attempt to forcegreet you, but will be unable to play her dialogue, so she just follows you around. When you try talking to her, only her hellos will play. I tried removing conditions on her dialogue one at a time but can’t get her to forcegreet you if you pick one of the bugged starts. With a guild or docks start, she’ll forcegreet you and ask you to buy some flowers.

This is also true of Lucia in Whiterun. Even on a bugged start you can give her a coin, but with an unbugged start, you will have an additional dialogue option after donating to her that allows you to ask about her parents. This is missing with the bugged starts.

I really can’t fathom how this issue is happening. Tests done on a save with only USSEP and LAL installed.

I did some testing with a plugin that removed some dialogue conditions from the urchins to see if something was getting messed up, but even whittling down the conditions to check that the dialogue line was coming from the urchin in question wasn’t enough to make it play.

Steps to reproduce example:

1. Choose to spawn in the Windhelm inn
2. Go talk to Sophie by the docks
3. Notice you can’t buy flowers and she’s stuck following you

21866January 12 2017QuestsUnofficial Fallout 4 PatchDLC01MQ04_01RadiantAssault never stops runningAllFix PendingSclerocephalusLowVery Low Task Description

Details and fix are provided here (post #34):
http://afkmods.iguanadons.net/index.php?/topic/4807-issues-with-random-encounters/page-2

21865January 12 2017MagicUnofficial Skyrim Special Edition PatchDead thralls disappear yet Reanimate Thrall remains as ...XBox OneNeeds User FeedbackAustinMediumVery Low Task Description

To expand on the summary, thralls summoned with the “Dead Thrall” spell will occasionally disappear for an unknown reason. The active effect “Reanimate Thrall” persists and currently the only way I’ve been able to remove it is by going to jail. Cloak spells used to fix it on the 360 version, but those aren’t working for me. Having this effect active all the time causes NPCs to comment on your “dangerous spell” rather than standard greetings.

21854January 09 2017ActorsUnofficial Fallout 4 PatchCurie NPC returned as male in PapyrusAllNeeds User FeedbackRyanMediumVery Low Task Description

With her set as a Ref and running this code:

HerRef.GetActorBase().GetSex()

It returns her as a Male when in the game she is a female synth

21849January 08 2017ItemsUnofficial Fallout 4 PatchErroneous Bonuses on Power Armor PartsAllNewrux616LowVery Low Task Description

A couple different power armor upgrades have erroneous properties on their OMOD records that allow the armor to do more than it should.

OMOD:00180FD2, T-60 Arm Lining Model B, has an added bonus that allows for faster AP recharge, ENCH:0005826C → Remove Property
OMOD:0018100A, T-60 Leg Lining Model E, has an added bonus that may allow for cheaper sprint (I think it’s not active though, the magnitude on the associated ENCH record is 0), ENCH:0008EFB5 → Remove Property

21848January 08 2017ItemsUnofficial Fallout 4 PatchDLCRobot Inconsistent Power Armor NamesAllNewrux616Very LowVery Low Task Description

The Tesla T-60 power armor included in the DLC has inconsistent naming, with the left arm being “T-60 Tesla Left Arm”, the right being “T-60 Right Arm”, and the chest being “T-60 Chest Piece”. I submit that they should all be noted as Tesla armor.

Records and Names:
ARMO:xx00C576 “T-60 Tesla Left Arm” → (leave unchanged)
ARMO:xx00C57A “T-60 Right Arm” → “T-60 Tesla Right Arm” ARMO:xx00C57B “T-60 Chest Piece” → “T-60 Tesla Chest Piece

21839January 06 2017QuestsUnofficial Skyrim Special Edition PatchAlduin won't landXBox OneNewMichaelCriticalVery Low Task Description

Dragonrend will not cause Alduin to land. I first had this problem in Sovngarde in the final quest. I went back several saves and now he won’t land at the Throat of the World in the Alduin’s Bane quest. It seems to be a problem with the dragonrend shout. Random dragons don’t land right away when I hit them with the shout. They eventually land on their own but sometimes a long way away. The random dragons not landing is just annoying but Alduin not landing is game breaking.

21829January 04 2017QuestsUnofficial Skyrim Legendary Edition PatchOriella sings the wrong songWindows PCConfirmedAbdouLowVery Low Task Description

In Heljarchen Hall I ask Oriella to sing The Age of Aggression but instead she sings The Age of Oppression even though there is no option for that song I’m sided with the Imperials but The Pale is still a Stormcloak territory.

21825January 03 2017QuestsUnofficial Skyrim Special Edition Patch"An Axe to Find" questWindows PCNeeds User FeedbackLowVery Low Task Description

I will tell step by step

Glover: You haven’t seen crecius have you? that foolish old man took my pickaxe.
Me: Why the fuss about a pickaxe?
Glover: This isn’t a run of the mill pickaxe, this is a nordic pickaxe. They don’t grow on trees.
Me: What’s an ancient Nord pickaxe?
Glover: It’s the only tool that can mine stalrim, not many left, forging them is a lost art, the one Crecius borrowed I got from up north.

So, all I have for choices are: What do you have for sale, Is stalhrim a type of ore, How did you end up in raven rock, and What’s an ancient Nord pickaxe.

After choosing “What’s an ancient Nord pickaxe” instead of the 1st option, those are the only 4 choices to choose from and the quest has not started and there is no way to start it.

21824January 03 2017ActorsUnofficial Skyrim Special Edition PatchAlduin won't show up during cutsceneXBox OneNewTravisHighVery Low Task Description

I read the elder scroll and during the cut scene where you are supposed to learn dragonrend but when they say “Alduin approches” he doesn’t. They just stand there. And I’ve reloaded multiple times.

21821January 03 2017QuestsUnofficial Skyrim Special Edition PatchBroken "Activate Ancient Bowl"Windows PCNeeds User FeedbackJ RCriticalVery Low Task Description

After gathering your Thu’um at the end of The White Phial Mission so that you can turn it in to Nurelion, arriving at the bowl to activate it using the given quest item “Nurelion’s Mixture” The activation process will not start leaving the door closed. I’ve tried with the quest or without the Unofficial Skyrim SE Patch (in the same save file) but nothing works.

21812January 01 2017LocationsUnofficial Skyrim Legendary Edition PatchBelethor's Goods often remains closedAllConfirmedRobert MorleyLowVery Low Task Description

Even during business hours, Belethor’s Goods in Whiterun often remains locked. Sometimes, if you pick your way in, he’ll be standing at the correct spot but complains that you’re trespassing. Other times, he’s nowhere in sight, but if you move around the house or leave and re-enter, he’ll suddenly appear out of nowhere and the shop is unlocked as normal.

21811December 31 2016QuestsUnofficial Fallout 4 PatchCall To Arms - No response from Danse XBox OneNewKevinMediumVery Low Task Description

After working around the “Fire Support” bug (Where Danse says “Check your fire” after the ghouls are cleared out) by continuing the main quests until “The Molecular Level.” Danes will bring you to the ArcJet Systems plant for the “Call To Arms” quest. Once at the door he will turn around and go back to the police station, and will not respond the The Lone Survivor.

After Paladin Danse begins to leave the plant, the objective “Follow Paladin Danse” appears.

The mission can be continued by fighting the Synths in the plant until you get to the Deep Range Transmitter and the objective “Provide fire support for Paladin Danse” appears. Once the synths are wiped out and the fire support objective is complete (even without Danse there) there will now be two open objectives. One saying “Speak To Paladin Danse” and the other saying “Follow Paladin Danse”

When trying to speak with Danse back at the police station, he does not respond.

21783December 28 2016QuestsUnofficial Skyrim Special Edition PatchWilhelm-Gwilin conversation bugAllNewEric JohnsonMediumVery Low Task Description

Wilhelm was supposed to be able to have a conversation with Gwilin, but due to a script oversight the following conversation cannot never be heard:

Wilhelm: “I heard Temba yelling at you yesterday. Why do you let her treat you like that?”

Gwilin: “If you’ll pardon the expression, she’s far more bark than bite.”

Wilhelm: “Perhaps, but abuse is abuse. I don’t think I could stand it.”

Gwilin: “There’s much more to worry about in life than a bit of a temper, my friend.”

21761December 25 2016Settlements & WorkshopsUnofficial Fallout 4 PatchHome Plate Well Rested bugWindows PCNewAlexLowVery Low Task Description

On the Home Plate in Diamond City, no new bed does not give a bonus Well Rested. Only a bed, there is a default gives this bonus.

21758December 25 2016Placed ReferencesUnofficial Skyrim Legendary Edition PatchLakeview manor stage 1 floaty workbenchesWindows PCNeeds User FeedbackpinkyVery LowVery Low Task Description

Lakeview manor has a workbench that shows on the local map
as a rectangle island in the void outside the small house.
tcl investigation shows at least 3 floaty workbenches
and a light/particle effect from a high window in the main hall
are all enabled before their quest is completed / always enabled.

my draw distance is so low that investigating the farthest bench
makes the house disappear so i haven’t ventured past that.

21752December 23 2016ActorsUnofficial Fallout 4 PatchOriginal Covenant settlers won't use new bedsWindows PCNewLowVery Low Task Description

In Covenant the original NPCS/settlers like Jacob, Penny and Talia etc, wont use any new bed you put down. They will walk around at night as if the bed doesnt exist.

21750December 23 2016QuestsUnofficial Skyrim Special Edition PatchThe quest 'Reluctant Steward,' Varona's body has disapp...XBox OneNewBen JonesHighVery Low Task Description

Varona’s body has dissappeared, I used the clairvoyance spell to find her location, but her body is missing from where the trail ends. Seems to be a reasonably common issue, and the only solution I can find is to use console commands, however I am not on PC, and am instead on Xbox One, so this isn’t an option
Help please!!

21744December 22 2016QuestsUnofficial Fallout 4 PatchCannot complete quest, Data Reovery, if DIMA is persuad...XBox OneNewTannerHighVery Low Task Description

Cannot complete quest, Data Reovery, if DIMA is persuaded to be judged by Far Harbor before speaking to Faraday. After DIMA decides to go be judged by Far Harbor, Data Recovey becomes impossible to complete because Faraday will not say anything except how hopeless he feels without DIMA. Only applies to XBox One. Acadian Ideals also becomes impossible to complete due to this bug.

21737December 21 2016ItemsUnofficial Skyrim Special Edition PatchSapphire Dragon Claw undroppable quest itemXBox OneNewJustinMediumVery Low Task Description

I have cleared Shroud Hearth Barrow, including opening the puzzle door requiring the Sapphire Dragon Claw. Yet the UI says “Quest items cannot be removed from your inventory” if I try to.
This was not initially the case because I had it stored in a cupboard for a long time. Then when I pulled it out I could no longer store or drop it a second time.
I cannot see the quest “Lifting the Shroud” in my history but all the steps are done and Wilhelm has nothing to say about it.
Played on XB1, however I remember exactly the same problem on PS3 and it appears as a problem discussed in several forums.

21719December 15 2016QuestsUnofficial Skyrim Legendary Edition PatchVex / Delvin inappropriate dialogXBox OneInvestigatingJustinLowVery Low Task Description

After being assigned any of the “special” jobs by Delvin, going to Vex or returning to Delvin (I think) and requesting another job will get a response of “finish the special job first” (or similar words). So you quit that dialog menu but Vex (and Delvin) will still tell you take another job.

21717December 15 2016QuestsUnofficial Skyrim Special Edition PatchDurnehviir disappears prematurely when learning the sec...AllNewMultiphorLowVery Low Task Description

When you summon Durnehviir after learning the Summon Durnehviir shout from him, he will disappear prematurely when he is teaching you the second word of the Soul Tear shout, when he should finish speaking first before he disappears. You will still learn the second word and be able to learn the third word of the shout as well. The miscellaneous quest to learn the shout and summon Durnehviir in Tamriel will still progress normally and will properly complete when Durnehviir has taught the player all three words of the Soul Tear shout.

21709December 13 2016Placed ReferencesUnofficial Skyrim Special Edition PatchFallowstone Cave corpse is marked as chestAllConfirmedMultiphorLowVery Low Task Description

The corpse of the Orc male (000457FD) in Fallowstone Cave has the BossContainer Location Reference Type selected on it, which causes radiant quests to place items in it, when it is normally a chest that is used. The Orc’s corpse should not have the BossContainer Location Reference Type selected on it. It should probably have the Container Location Reference Type selected on it instead, like the other Orc’s corpse (00039CFA) on the floor below does. There are two chests (0002064F and 000774C8) in Fallowstone Cave that should have one of their Location Reference Types set to BossContainer, instead of the Orc’s corpse. This is because the Orc’s corpse could fall through the floor, making it impossible to loot it and as a result, break radiant quests that send you to Fallowstone Cave to retrieve items from it.

21701December 12 2016Placed ReferencesAlternate Start - Live Another Life"Left for dead" starting area has spots where the playe...Windows PCNeeds User FeedbackJarred RLowVery Low Task Description

While it’s highly likely that I’m experiencing this bug as the result of a potential mod conflict, I can’t seem to find anything going on in the cells around the starting area for the “Left for Dead” beginning that would be causing it. When walking around the area, the player often goes into a swimming animation, with what looks like a bugged water surface flickering above the ground.

21698December 11 2016TexturesUnofficial Skyrim Special Edition PatchInverted grass normals on farm stone wallsAllInvestigatingGruftlordLowVery Low Task Description

Not sure how to add images so they appear here, but here’s a link:
http://afkmods.iguanadons.net/uploads/gallery/album_24/gallery_1501_24_2328020.jpg

Ignore the red circles, they are for another bug report.

Afaik, the grass on these wall parts (and i think all of them) have inverted normals. I seem to recall that the normals were once flipped, to fix inversion on the stones. It appears, that a selective inversion is in order, where now the grass has to be flipped, but the stones kept as is. Good luck :D

21695December 11 2016QuestsUnofficial Skyrim Special Edition PatchFinal chapter in Waking Dreams black book - gate won't ...XBox OneNewginnyHighVery Low Task Description

I’ve tried everything from restarting to making sure I’ve fulfilled all quests prior. The gate just won’t open. I’m not missing anything to open it.

21691December 08 2016QuestsUnofficial Skyrim Special Edition PatchI can't start the quest "A New Source of Stalhrim" by t...XBox OneNewTom WellumCriticalVery Low Task Description

I return to the Skaal Village after completing “The Fate of the Skaal” and I am unable to continue as the Woodcutter only talks about general things and the blacksmith never gets kidnapped. I have tried multiple things to fix it but am unable to access the final tomb to get my last shout. I would have to go back a long way with a save to retry and hope it would not happen again. I have completed all the required talks and done all the side tasks on the entire island.

21688December 06 2016QuestsUnofficial Skyrim Special Edition PatchRepairing the Phial Quest won't acknowledge Briar Heart...AllConfirmedJayMediumVery Low Task Description

I have tried many different things like reloading and removing all mods.. the game simply does acknowledge that I have pick up the Briar Heart from the forsworn.. I have picked everything else up. Please look into this and let me know; I am playing on XB1. If you need anymore info please email.

21686December 06 2016Placed ReferencesUnofficial Skyrim Legendary Edition PatchRoom bounds issue in Halldir's CairnAllInvestigatingBlackPeteLowLow Task Description

A cave boulder [FormID: 000b1a3d] in Halldir’s Cairn is only visible if you get really close to it. It will then disappear when you move away.

http://imgur.com/a/ZYWVR

This looks a lot like a room bounds issue. Arthmoor seemed to think so too.

21675December 05 2016MeshesUnofficial Fallout 4 PatchBugged armor visuals on player built automatron right a...AllNewAlgisLowVery Low Task Description

Trying to report a bug here for the first time, hope I am doing it right..

In Automatron DLC player can build robots, it seems that one armor mesh, specifically right hand hydraulic frame mesh for assaultron arm has bugged visuals. Here is the build menu item (image):

i258.photobucket.comalbumshh272banadanbugged_item_build_menu_zpsyahvj7u9.jpg

In-game the bugged view shows like this:

i258.photobucket.comalbumshh272banadanbugged_item_on_right_arm_zpspptcxis5.jpg

In comparison, same item on left arm shows up correctly, here is the in-game view:

i258.photobucket.comalbumshh272banadannon-bugged_item_on_left_arm_zpsag3ii4i9.jpg

This happens with other arm types as well, I have tested it at least with an Assaultron arm and a Sentry bot arm. I haven’t tried other robot arm types yet but possible that the issue is present there too. Note that this “hydraulic frame” part is used only in case of some weapons (specific melee weapons only), for example in this case I used Stealth Blade weapon and then that part can be added in-game. However, if a different/ranged weapon is used, say Gatling Laser, then this part is not used at all (it’s not available in build menu and not visible in-game after Gatling Laser is chosen).

21674December 04 2016QuestsUnofficial Skyrim Special Edition PatchDawnguard - Florentius bugXBox OneNewTim JackCriticalVery Low Task Description

All the Dawnguard characters tell me to report to Florentius for my next quest - Lost Relic. But there is no dialogue option with him for starting a quest. This means I am unable to progress in Dawnguard, as I cannot start the side quest.

21644November 30 2016Placed ReferencesUnofficial Fallout 4 PatchTrigger with missing keyword property, RefID = 00210692Windows PCNewSclerocephalusLowVery Low Task Description

[11/29/2016 - 07:45:26PM] error: Cannot call LocSetKeyword() on a None object, aborting function call
stack:

[Followers (000289E4)].followersscript.HandleMessageFromSASTrigger() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 2593
[ (00210692)].sastriggerscript.OnTriggerLeave() - "g:\_F4\Art\Raw\ScriptsMilestone\SASTriggerScript.psc" Line 67

[11/29/2016 - 07:45:27PM] error: Cannot call LocSetKeyword() on a None object, aborting function call
stack:

[Followers (000289E4)].followersscript.HandleMessageFromSASTrigger() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 2593
[ (00210692)].sastriggerscript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\SASTriggerScript.psc" Line 42
21634November 29 2016QuestsUnofficial Skyrim Special Edition PatchDelvin Mallory Won't talk give me questXBox OneNewMasonHighVery Low Task Description

Ok so I’ve done all the special thieves guild missions for the city’s except for windhelm but when I first talked to delvin the conversation played out normal until the end where it let me repeat my first line of dialogue I’ve reloaded tried different things I even got him to give me the marker the special job to make windhelm the last but when I go to talk to him after the first dialogue he just repeats himself and won’t engage in actual conversation I’ve also seen the bug on wiki page for the windhelm quest I took a pic of it and attached it here but if you could help that’d be great cause I need to be the leader of the thieves guild

21628November 28 2016Placed ReferencesAlternate Start - Live Another LifePlaced starter items sometimes disappear on loadAllNewJonLowMedium Task Description

I’m not sure if this is a previously known issue from the old game, but when choosing the Proudspire Manor start, sometimes the quiver (and maybe the bow) that you’ve placed directly in front of the player on the chest is nowhere to be found. They both have ragdoll data, which I vaguely remember being an enormous pain.

Starting from the same save (the one that saves immediately after sleeping in the LAL bed) it seems completely random if the quiver is there or not. I didn’t try moveto or anything because I didn’t know the ref ID at the time.

This may extend to more than just the quiver so I kept the title vague.

I will try with Breezehome and any other homes that you gave placed items with ragdoll data.

21613November 27 2016QuestsUnofficial Skyrim Special Edition PatchNo option to purchase Lakeview ManorXBox OneNewGeoffLowVery Low Task Description

I’ve done quite a few quests and have already become Thane but I have no option to buy Lakeview Manor.

Mods Running:
Paarthanux Dilemma
Unofficial Skyrim Special Edition Patch
Rich Merchants of Skyrim
Gildergreen Regrown
Kynesgrove
Dawnguard Map Markers
Invinicible Dogs of Skyrim
Karthwastern
Storefront
Shor’s Stone
Ivarstead
Darkwater Crossing
Whistling Mine
Unique Taverns- Dragonbridge
Greater Skaal Village - Compatible Version
Less Yellow Filter
Less Aggressive Animals
Covered Carriages
Relationship Dialogue Overhaul
God Gear
Dark Brotherhood Forever to Misc.
Ring of Increased Carrying Weight
Lamposts of Skyrim: SE
Reflection~Level Up Messages~
Manor Roads
Castle Volkihar Rebuilt
Soljund’s Sinkhole
Unique Taverns-Nightgate Inn
Lore-Based Loading Screens
Hermit’s Hideaway
Sovngarde Gold
Shezrie’s Shack
Blackreach Railroad
Unlimited Rings and Amulets
Hearthfire Building Materials Chest
Undying Loyalty
Special Jewelry Box
Ladders
Useful Dogs
Castle Ragnar
Rich Skyrim Merchants
Phenderix The Demigod Artifacts
Berserk Dragonslayer Greatsword
Skyrim’s Lumbermill Fixes
Daedric Museum of Artifacts
Sturdy Horses (Frost and Shadowmere)
Potion of Ultimate Leveling
Helmetless Armor Perks
Berserk Guts Armor Mod
Natural Eyes
Faster Leveling
Craftable Lock picks
Sofia - The Funny Fully Voiced Follower
Unlimited Shouts
Hold Border Banners

There’s a few more but none of them would conflict with the game.

21605November 25 2016ActorsUnofficial Skyrim Special Edition PatchAgmaer/Beleval not regenerating health while down in co...AllNewjbracer1LowVery Low Task Description

When using Agmaer or Beleval as followers, neither seem to regenerate health while incapacitated (down in protected status) like other followers do (e.g. Ingjard). They instead just remain in the same position until combat ends, rendering them useless for the majority of the fight.

You can obviously use healing spells etc. but this is very inconvenient.

21604November 25 2016QuestsUnofficial Skyrim Special Edition PatchUnable to complete Lost to the Ages [Xbox One]XBox OneNewM ReeseCriticalVery Low Task Description

After defeating dwemer bots and creating Aetherium item, and NPC conversation, the quest is not updated as completed. You are also unable to leave the forge area due to steps being retracted. Numerous reloads does not correct the problem.

21595November 24 2016ItemsUnofficial Fallout 4 PatchOil,Wood in Misc section Windows PCNewDestroyahLowVery Low Task Description

I noticed that in Settlements with lots of scavenging stations wood and oil in the misc section appearing. These “fake” items do not have a weight and have no picture. When i take them they are in my misc item list aswell. I can’t sell them because they do not appear in a trader menu. When i drop them they simply disappear. I can’t see an item that it falling to the ground or something like this. I added some Screenshots so you can see the problem. (note that i play in german and Holz=Wood, Öl=Oil, Diverses=Misc, Schrott=Scrap,)I noticed this problem Vanilla in the past, but now i installed a mod that increases the effectivity of the scavenging stations 5 times and the bug is more severe now for me.

Thank you.

21571November 21 2016ActorsUnofficial Fallout 4 PatchBlake Abernanthy interrupts ConnieWindows PCNewLowVery Low Task Description

Dialogue—

Blake: Damn molerats are at the tatos again
Connie: (game skips her dialogue instantly, doesnt even show subtitles)
Blake: Sure we could sell lucy and it still wouldnt cover it
Connie: (game skips her dialogue again so she hasn’t spoken at all, still no subtitles)
Blake: just telling you how it is dear. (conversation ends)

21568November 20 2016Settlements & WorkshopsUnofficial Fallout 4 PatchDecontamination arch bugWindows PCNewAlexMediumVery Low Task Description

Decontamination arch never removes completely all radiation from the player, always leaving 1 unit of radiation contamination.

21567November 20 2016QuestsUnofficial Fallout 4 PatchThe Sight quest bugWindows PCNewAlexMediumVery Low Task Description

In the course of all the stages of the quest The Sight Mama Murphy asks you to bring her chems, but never takes them away from the player.

21562November 20 2016ActorsUnofficial Fallout 4 PatchAll properties of consumables are zeroAllNewJay KummerLowVery Low Task Description

Hi.

I realize this is may be outside of the scope of the good work you’re doing, but as it is possibly a systemic issue with the base game (and how it saves games, at least on XB1), perhaps it is within your scope. The main two issues for this request:

1. Several weeks ago I noticed that my character stopped taking any rad damage anywhere for any reason. Standing in my underwear in one of the highly radioactive ponds in the Glowing Sea and I don’t even hear the geiger counter tick effect. My character does have +50 rad resistance through perks, but I doubt that’s high enough to shut down the usual feedback system that my character is in proximity of radiation.

2. I noticed that after taking some damage, stimpaks did not heal me and no healing food or drink helped either. After scanning down my “Aid” category in my inventory I noticed that all property/effect values for everything – food, chems, drinks, etc. – are zero. And any food or thing created/derived from a recipe has zero-valued properties.

I’m not sure what caused it, though I suspect it was in using a mod that was in heavy experimental development and changes.

Naturally the first thing I tried was disabling all mods, clearing cache, and loading up a save. Not resolved, still all zero.

So I loaded up both my oldest “modded” game (just after I installed Far Harbor when released) and a non-modded game. In both cases all consumables were as they should be, all properties filled.

I spent the better part of a day naively uninstalling and reinstalling everything. Of course, no solution.

This leads me to believe that there is an awful lot that persists in save gaves, even issues and defects.

I do have the creation kit and have been tinkering with it so I thought maybe I could create my own patch by brute forcing each to refresh/reset. I set stimpaks, corn, and buffout (the items under the ALCH form type) to +1 values so that they would be saved to my mod. I loaded the mod up (XB1), loaded up a save game, and no change. That was a surprise.

I’m not sure what to do at this point. I’m not savvy with scripting yet. I suspect there’s probably some way to set/revert every consumable to its preset.

I suspect that whatever this issue is the rad thing is probably related in some way, e.g. environmental and object rad levels (something I can’t see) have been set to zero.

If this falls outside of your scope I was hoping that at least you could provide me with some guidance on how to fix this myself. If there is a scripted way to do this maybe you could give me an example.

Obviously this seriously cuts down on my immersion level! :) I wonder if anybody else has had or is having this issue.

Much appreciated!

21559November 20 2016Placed ReferencesUnofficial Skyrim Special Edition PatchProudspire Manor flickering ground fogAllInvestigatingJonLowMedium Task Description

The fog FX (E2CD2) immediately inside the entrance of Proudspire Manor doesn’t become visible until taking a step or two inside. It also doesn’t become visible from the other direction until moving closer.

https://i.imgur.com/4ObpYrm.jpg

https://i.imgur.com/tACWWtx.jpg

https://i.imgur.com/QCQ7n3X.jpg

https://i.imgur.com/KN23R8I.jpg

21554November 19 2016MagicUnofficial Skyrim Special Edition PatchAnimals affected by Animal Allegiance attack summoned c...Windows PCNewdrheadLowVery Low Task Description

Whenever I use the Animal Allegiance shout (for example, on a group of Falmer and Chaurus), the affected Chaurus end up attacking or being attacked by any summoned Dremora Lords that I have. The affected animals still act the way they are supposed to towards me (by not attacking me). It doesn’t seem to matter when I use the shout and when I summon or re-summon the Dremora Lords. I have not tested if there is any similar behavior with Kyne’s Peace or Calm spells.

This may be related to an issue where animals affected by AA will continue to fight followers that they are fighting when the shout is used, but I can’t be sure of that since the issue doesn’t go away when I summon things again.

21553November 19 2016Settlements & WorkshopsUnofficial Fallout 4 PatchDalton Farm: Potential location marker problemAllNewSclerocephalusLowVery Low Task Description

Settlers will never move near the southeastern corner of the property (where the road leading into the property branches from the main road).

Guard posts placed there will show up as assigned when assigned to a settler, but are never manned. Instead that settler now stands near the workbench all of the time with his weapon drawn.

21552November 19 2016QuestsUnofficial Fallout 4 PatchRRKickOut quest fails to make Railroad NPC's not essent...Windows PCNewAdam SmithLowVery Low Task Description

When attempting to wipe out the Railroad after completing the main quest with them, the quest RRKickOut does not appear to successfully set senior NPC’s to be non-essential, making it impossible to kill them all.

The fragment from stage 100 is supposed to set NPC’s like Desdemona to be non-essential. I tweaked this fragment slightly: based on a debug.trace I added it seems the script thinks that Desdemona is not essential both before and after it attempts to set her to not essential. My explosive combat shotgun disagrees!

I have attached my modified fragment, papyrus log and a save to illustrate the issue. The save is not 100% clean: if the problem does not have a solution obvious to someone with more experience than me, I can spend the time to create a proper clean save - that might take a few hours given that it requires completing much of the main quest line.

21539November 17 2016ActorsUnofficial Fallout 4 PatchDLC01RaiderFaction is missing proper faction relationsh...Windows PCNeeds User FeedbackSclerocephalusMediumVery Low Task Description

That’s the faction all Rust Devils are in.

The other day, I had a random encounter with Rust Devils in that small park in Cambridge where BoS soldiers are occasionally present. This time, three of them were present too, but they did not react in any way to the Rust Devils - just stood there doing nothing. Not very credible.

Turned out that there are no relationships specified for the two factions. Even worse though: DLC01RaiderFaction hasn’t any relationships specified at all, excpet for themselves ...

21530November 16 2016TerminalsUnofficial Fallout 4 PatchStar Control terminal does not display the numbers of r...AllNewSclerocephalusLowVery Low Task Description

Instead it displays the names of the globals that hold these values.

21519November 14 2016ActorsUnofficial Fallout 4 PatchMac's behavior?AllNewLowVery Low Task Description

ID: 001ad497
Behavior: I am not sure if he’s supposed to despawn or sit at his stand when he spawns in. But this time he chose to stay, but when i try to talk to him he gives me generic greets instead of giving me the option to trade with him.

21506November 13 2016QuestsUnofficial Fallout 4 PatchFar Harbor Dima Quest Completed but Dima Holotapes are ...AllNewJay KummerLowVery Low Task Description

I somehow completed the Far Harbor quest related to Dima before finding all of the Dima holotapes, and although the quest has been completed the holotapes that I did find are stuck in my inventory as active quest items.

Any materials related to completed quests should be something you can drop.

I put in another task, I have a similar issue related to the Eddie Winter holotapes.

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